![]() So what do you guys think, am i missing something here or is my reasoning sound? ![]() With this approach i could outsource textures and models and put it together myself in unity. This approach seems especially pertinent to me because I have a lot of experience using Unity but I'm not an artist or 3D modeler. I could create the 3D scene, set camera angles, and realtime render the game right within unity and basically get the same EXACT look and feel of grim fandango + all the benefits a realtime rendered game brings. It seems to me that creating the game 3D in the first place within unity would be a lot simpler. I believe that if grim fandango was made in 2016, it would have been made as a 3D game in the first place, instead of a 2.5D game. This approach saved a whole bunch of time because they only had to create a scene ONCE in their 3d software and didn't have to redraw a scene from every angle from scratch. If they wanted to get a different angle of the scene all they had to do was rerender at a different camera angle to get a different image. im leaning towards 3D.Īt the time grim fandango was made hardware was too weak for real time render environments and this was a big reason why prerendered backgrounds were used.įor example in grim fandango, they used some kind of 3D software(no clue which one) to create a 3d scene, set a camera angle and rendered to an image which was used in game. ![]() I don't know if i should make it 2.5D or 3D. I'm conflicted as to how i should approach such a game. Hi everyone, i've been doing research on how grim fandango was made, tech advancements since then, and general approaches to making these type of adventure games. ![]()
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