2014-03-24, 07:49 PM
I think 3D rendering the whole map would be the most helpful. That might be hard on some low-end systems, but most of a game's polygons aren't in the map model, they're in the items/character models. So, including an option to toggle clutter/character models on/off would probably relieve a lot of stress on slower PC. I find it hard to get an idea of what the overall map will actually look like until I see it in full 3D.
Using 'stepping' model animation seems plenty good enough to me. In my opinion, the biggest limitations in SoM are things like lack of equipment detecting triggers, and full camera/animation control for setting up cutscenes, lack of a 'water level'. You can still make a nice looking, immersive game with tinman models.
Would the layers be for multilevel map building, or would they end up flattened into a single level in the final game?
Some very cool stuff!
Using 'stepping' model animation seems plenty good enough to me. In my opinion, the biggest limitations in SoM are things like lack of equipment detecting triggers, and full camera/animation control for setting up cutscenes, lack of a 'water level'. You can still make a nice looking, immersive game with tinman models.
Would the layers be for multilevel map building, or would they end up flattened into a single level in the final game?
Some very cool stuff!