Timeline for How do we convey scale in 2D games?
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 13, 2020 at 20:06 | comment | added | GammaGames | You can use parallax in top-down too, stuff like caves that go into the earth or clouds that move above the world would add some depth | |
| Feb 11, 2020 at 17:09 | comment | added | Natalo77 | In that case, you're definitely going to want to go the route of animation, proper lighting, shadows, and 2.5D draw layers to achieve better depth | |
| Feb 11, 2020 at 14:51 | comment | added | trimoq | We aim for a open-world RPG experience. But as Philipp pointed out, large areas as I like them in 3D games might not be the best choice for a 2D game. Since I am not that talented in art, I aim for a simple, top-down orthographic projection. | |
| Feb 11, 2020 at 14:25 | comment | added | Natalo77 | It really depends on the type of 2D game you want to create? | |
| Feb 11, 2020 at 13:16 | comment | added | trimoq | Thanks for your answer Natalo. Your mentioned techniques of using light, shadow and multiple layers will definitely help to create deph in a scene. I was rather looking for something like the second part of your answer, to increase the viewable content. I like the idea of forcing the camera to move but do you by chance know of a game that lets the player control this? | |
| Feb 11, 2020 at 12:54 | history | answered | Natalo77 | CC BY-SA 4.0 |