• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

sprite vs 3d models?

2 posts in this topic

I am trying to start out a project to complete in the next 4 years as I get my computer sciences degree. I am going to admit I am starting fresh when it comes to programming, but I am trying to tie down the ideas of my mechanics and design for my game before I even start typing anyways.


I am trying to make what is basically an action rpg like the format of zelda, but translate it to a much more open world like say skyrim. But first i'm trying to nail down how I want to present the world I want to create and how to keep it realistic to the strong possibility I will be the only one working on it. So I narrowed it down to possibly presenting in a 2D isometric sprite format similar to "Legend of Zelda: Link to the Past". The only problem I so far see with this is that I would have trouple depicting larger open spaces since the player could get "lost" trying to explore an open middle area in a desert or plain.


Alternativeliy I could so something similar to the new Pokemon games in their most recent iterations, a 2D/3D isometric view. It would let me bring the camera down and possible let it follow the player at a lower level for more open fields if I need it to. But it would take longer to program and trickier to debug. Many an otherwise good game has been marred by a bad camera, and I don't want to add something that I might only use in only a few areas.


I'm leaning towards the sprite side since I would be easier and potentially more timeless graphics then 3d models tend to get. "Link to the Past" still looks good whereas even more recent games like Fallout 3 start showing their age after only a few years. I want to spend far more time working on the mechanics and gameplay then worrying about the graphics portion.


Are there any better ways to do this? Or any concerns I might not have thought of?


Share this post

Link to post
Share on other sites

I gotta agree with Prinz; prototyping small aspects of your game over time will be really beneficial to the development of you game, and ultimately, you as a programmer.


But now to the question you asked. biggrin.png 


You might wanna check out a game called "Don't Starve", its a pretty epic game with 2d sprite work, a massive world to explore that used 3d for land sets, and is a bit of an action/survival game. I think this style of 2d/3d works beautifully and might be what you were thinking? Worse case, taking a look at this game can give you some ideas, right?


Now if you start leaning toward 3d, (which personally takes me less time than hand animating sprites) there are some things I would suggest.


In your post, you said 3d ages poorly. Well, I think it really depends on certain factors. Take the 3d models and style from Metal Gear Solid on the PS1. The characters are well done and stylized. They look better than some other models of the time (and in my opinion, better than some stuff today) because they have an established style. Just the same as the characters in Legend of Zelda all adhere to a style, thus creating a aesthetic that is pleasing to the viewers eye. Then look at games like Fall-Out 1 and compare it to Fall-Out 3. Fall-Out 1 has a consistent art style; not the fanciest or the most detailed, but its easy to get enveloped into that world where as the art for Fall-Out 3 is trying to be realistic, in your face, and detailed. When you have high detail on a characters armor, but the low detail on the poster their standing next to, it starts to take you out of the world. To me, the immersion was broken in Fall-Out 3 because of the whole uncanny valley thing.mellow.png


So yeah. my suggestion would be to try to make all the art consistent through out the entire game and also don't strive for super-realistic shtuff and you'll do fine with whichever path you chose. It'll take some years to learn, but you knew that already.


Best of luck!



Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0