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Soulz

Tile-Based Games 2D or 3D?? Pros/Cons??

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Ok on the one side you have Diablo style Iso Views made with 2D Sprites Then ... You have Tile-Based Games with Full 3D tiles and Charactors ... What is is the Pros and Cons from Your view for what ever you use .. Now for me i have only made 2D Zelda styles games :) but for me i dis like the need for 8-12 Differt sprites for Charactors Etc .. other then that its not bad ... but thats NOT Iso so ... Whats everyones views??????

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AHOY!

This is my 3D Tile-Based game, take a look, this version is just to study OpenGL but I think you can use the ideia :)...
http://www.unidev.com.br/galeriacont.asp?IdProjeto=28

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Hi,
3D wins because it has more horsepower with modern cards. You can do thing that are really hard with sprites.

My old iso/tile sprite engine, 8bpp and 3D card supported
www.spritekin.com/kengine/screenshots.htm

Some shots of my new tile based game...
www.spritekin.com/warscale/screen1.jpg
www.spritekin.com/warscale/screen2.jpg
www.spritekin.com/warscale/screen3.jpg
www.spritekin.com/warscale/screen4.jpg

As you see... i'm heavilly Blizzard influenced... :)

Luck!
Guimo

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Today 3D cards are the standard for gamers, with the cheapest 3D card in the market you can do pretty nice stuff easier than without 3D acceleration.

If I had to, I would use 3D. If I cared about every gamer on the planet, I would include an option to switch 3D acceleration support off.

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Quote:
Original post by Guimo
Hi,
3D wins because it has more horsepower with modern cards. You can do thing that are really hard with sprites.

My old iso/tile sprite engine, 8bpp and 3D card supported
www.spritekin.com/kengine/screenshots.htm

Some shots of my new tile based game...
www.spritekin.com/warscale/screen1.jpg
www.spritekin.com/warscale/screen2.jpg
www.spritekin.com/warscale/screen3.jpg
www.spritekin.com/warscale/screen4.jpg

As you see... i'm heavilly Blizzard influenced... :)

Luck!
Guimo


Off-topic I think, but, nice engine, how you made this map fog and shadow? Is vertex color? (screenshots.htm)

And the pics from your new tile game, how it work?

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Quote:

3D wins because it has more horsepower with modern cards.


That seems to be true, but it's quite easy to make a fully 2-d game using 3-d hardware acceleration. If you prefer to do 2d graphics, like zelda, use a 3-d library and draw all of your sprites on to quads. Render in orthographic perspective. It will look like any other 2-d game but will take advantage of your cards speed and alpha blending.

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Quote:
Original post by alex_r
AHOY!

This is my 3D Tile-Based game, take a look, this version is just to study OpenGL but I think you can use the ideia :)...
http://www.unidev.com.br/galeriacont.asp?IdProjeto=28


nice graphics, did you do anything extra to the scene, any kind of shading?

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Quote:
Original post by johnnyBravo
Quote:
Original post by alex_r
AHOY!

This is my 3D Tile-Based game, take a look, this version is just to study OpenGL but I think you can use the ideia :)...
http://www.unidev.com.br/galeriacont.asp?IdProjeto=28


nice graphics, did you do anything extra to the scene, any kind of shading?


Thanks JohnnyBravo :)

nope... just the OpenGL basic and VC++... I like to start the game (again) from begin, I like to change some things add some new features (and levels), effects, and correct many bugs :), change to time moviment (frame moviment sux :D), I like to use SDL to port to Linux too...

this is a small demo, need to enable de V-Sync...
http://www.unidev.com.br/contest/28/LaBi3.zip
http://www.unidev.com.br/contest/28/labi-ver3.zip (the OLD version with cel-shading, or something like it hehehe)
and if like, here is my map editor made with VB :)
http://www.unidev.com.br/contest/28/Editor.zip

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Guest Anonymous Poster
Remember that a 2D approach will have a different look to it. It's generally much easier to do, technically, but the biggest difference will be the artwork and how it plays out on the screen. For my current project, i've decided on true 2D with hand drawn sprites because i want the hand-drawn look. If i don't like it in the future, i could still do 3D pre-renders and replace the hand drawn sprites.

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Guest Anonymous Poster
Remember that a 2D approach will have a different look to it. It's generally much easier to do, technically, but the biggest difference will be the artwork and how it plays out on the screen. For my current project, i've decided on true 2D with hand drawn sprites because i want the hand-drawn look. If i don't like it in the future, i could still do 3D pre-renders and replace the hand drawn sprites.

A full 3D approach is harder to get going, but is ultimately more flexible as you can use things like lighting naturally, while with 2D you have to "fake it". You could easily change perspective in 3D, and lots of other things.

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2D should be much easier to develop if you are on your own. You have to be an artist/designer as well as a coder, and it takes an awful lot of times. Unless you already have the models, environments, and how to load them in the game. 2D is much easier, since all you have to do is rip sprites off other games, and the technicalities of loading them, animating them and rendering them is straight forward.

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3d, it can save a lot unnecessary sprites for you (box rotating for example doesn't required an animation (.gif), and lighting/shadowing can be done easy.)
thats why i always prefer creating games in 3d, even if it looks like 2d

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Quote:
Original post by shyam
alex_r, that game needs a timer (fps limiter) desperately :) Looks cool though.


I know... :-/ I'm developing a new engine to remake my game... how can I made a good fps limiter?! hehehehe... OffTopic :D

I made some test like this, move = (X / FPS) * 60 (I don't have here, but I think is it), it work... some times... :-/

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