Day 2 of Game Dev: Picking the RIGHT Game Perspective

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  • เผยแพร่เมื่อ 27 ก.ย. 2024
  • Hello, Internet people. David here. And this is now day three of my game dev journey. Wait. Nope. Nope. This is day two. I'm time traveling already. I have so many ideas in my head. I'm now already on the day three. But no, this is day two of the game dev journey. Thank you for everyone who's been following along.
    I did not expect this much attention to these videos that I'm making, but the first two are doing surprisingly well in terms of how my channel usually performs. So thank you very much for taking an interest in what I'm doing. Oh, my God. Having people like you help me make my first game means a lot to me. So thank you.
    So I spent a lot of the day trying to figure out different perspectives that 2D games deploy to make their world look more 3D. And there seems to be a lot of confusion as to what 2.5 D is online, where people aren't sure if some things are 3D assets and the camera's force and perspective to make it look 2D or 2.5 D or if the game is actually 2D, just the assets are drawn and angled in such a way that it looks 2.5 D So if you have no clue what I'm talking about by this point, that's okay because I don't either.
    ► / nuttydavid
    ► dsc.gg/NutCave
    #gamedev #gamedevblog #nuttydungeon

ความคิดเห็น • 21

  • @PretendCoding
    @PretendCoding 3 หลายเดือนก่อน +1

    11:00 around about, the circle is a "perfect" circle, but because of the camera perspective it looks like an oval. The game really is 3D, as in all of the objects exist in 3D space, but all of the assets are 2D. Some of them are on a flat plane laying down, others are standing up, others are facing the camera, etc.
    Edit: There's two types of cameras you can use, Perspective (which is how our eyes see the world) where things in the distance are smaller than the same object up close, and Orthographic (where things stay the same size regardless of distance).

  • @Xerg12
    @Xerg12 3 หลายเดือนก่อน +1

    I wish you the best of your journey man

  • @Devonaxx
    @Devonaxx 3 หลายเดือนก่อน +2

    Another message got deleted, tried it again and got deleted again.. so this time I will try a new message and not a reply.
    Art wise you can go 2 routes:
    route 1: Hire someone to do the art for you, but remember that if you cannot do a little bit of art yourself then you need art for a lot of things like menus, loading screens, objects, characters, dialog, portrets, special FX like attacks or abilities, worldbuilding (ground, skybox, water etc.). Finding someone who can do all that for you for free is almost impossible. Finding someone that will make that for you for a price is going to become either expensive or of low quality.
    Now you could go into the back alley of route 1 and go with premade game assets.. they are cheaper and can be of good quality, even in 2D.. but you will have some trouble finding everything you need with a matching style and color pallete.
    Route 2: make it yourself.. Art is hard, it is a little rhyme worth a dime (wisdom of my grandfather when he taught me to draw when I was 9 years old). But is the most rewarding of everything that has to do with game development imho. It is THE thing that people see and have to look at for most of the gameplay. It is what sells your story and makes the music you choose come together.
    now the tip I can give you; there are 3 art style best suited for indie developers that just started their journey, you can always branch out once you have more experience in art.
    style 1: Pixel art.. You can create decent art with minimal knowledge and the learning curve is doable in a "I'm going to become a game developer" journey. I love to use Aseprite for this.
    Style 2: Voxel art (yes, can also be used for 2D) and makes the making of isometric images much easier. I would recommend Magickavoxel (free) or Qubicle (paid and on Steam). This is how I started and eventually made stunning landscapes and diorammas. If you don't know it, look for a game called stonehearth, it's cute and its voxel.
    Style 3: This is my favorite of the 3 and I moved to this shortly after I was "done" making things with voxels; 3D pixel art.. Think of games like minecraft, Hytale, Octopath traveler, Triangle Strategy, CASSETTE BEASTS etc. a good tool to use 3D models for your pixel art textures is Blockbench (my choice), Crocotile 3d, Blender or PicoCAD.
    A big positive for making your own art is that YOU control the style of your game. You need a special tree for this particular location that looks creepy. You cans tart making it the way you want, instead of explaining your vision to someone and waiting (and hoping) till you recieve it..
    A big downside though is that it takes time to learn and time to make. IMHO it is the choice you/they/we make when going on the game development path.
    I tried to give links to voxel art and 3D pixel art but that didn't work.. So I'll just say that on sketchfab you can look up "Blockbench" for nice examples of 3D pixel art. Likewise you can search for "voxel art" to see how cool (or cute) this can look..
    lets hope THIS time my message will go through or else I give up XD

  • @ZiggityZeke
    @ZiggityZeke 3 หลายเดือนก่อน +1

    Bro I gotta say that hat is fresh af

    • @NuttyDavid
      @NuttyDavid  3 หลายเดือนก่อน +2

      My red hat natches my red shirt drip and my blue hat natches my blue shirt drip. I get compliments irl when i match em up.

  • @techramancer
    @techramancer 3 หลายเดือนก่อน +1

    I believe that is isometric perspective.

    • @NuttyDavid
      @NuttyDavid  3 หลายเดือนก่อน +2

      I have had some ppl say its 3D... some say isometric or 3/4 perspectives. whatever they did is confusing to me.

  • @Duab-dw8cz
    @Duab-dw8cz 3 หลายเดือนก่อน +2

    the 2d but looks like 3d perspective is called 2d isometric, I tried to make a project with it but could never get the assets rightly made and layered. If you decide to do it good luck, can't wait to see what you'll do

    • @NuttyDavid
      @NuttyDavid  3 หลายเดือนก่อน

      i'm hoping to utilize some pre made dungeon textures and assets until i feel confident enough to make my own or atleast modify what i have.

  • @Devonaxx
    @Devonaxx 3 หลายเดือนก่อน +2

    So I wrote a helpful comment yesterday. told you about the different art styles there was for 3D and 2D.. told you the difficulty of some.. Talked about the perspective the game you showed used..
    only to find out right now that my comment has been removed?
    Edit: seems youtube is messing things up.. I will try to rewrite my message later today..

    • @NuttyDavid
      @NuttyDavid  3 หลายเดือนก่อน +1

      Hi Devonaxx. I didn't remove any comments. I did see a few comments pop up in my email feed from others but for some reason they are not showing up. When I search for Held for Review or comments I haven't responded to. Nothing pops up. So I am not sure if this is a TH-cam glitching out thing or not. I do see this comment though. Sorry if you thought I was ignoring you. I was not. Thank you for taking the time to help me out though :).

    • @Devonaxx
      @Devonaxx 3 หลายเดือนก่อน +2

      @@NuttyDavid That is strange indeed.. I never had this happen, but I will change my original message and give this the benefit of the doubt.
      It was not just a short message like most people do, it was a longer message with useful information. Just weird the other messages (that I am writing now) DO come through fine.
      I will try to rewrite my original message, that did not come through, again on a later time.

    • @NuttyDavid
      @NuttyDavid  3 หลายเดือนก่อน +2

      I've seen it happen a few times on this channel before. I am not sure if its a moderation thing or a global moderation thing TH-cam does. There are lots of times where I will see 3 comments on a video in my analytics page but when i go to see them. Nothing appears and nothing is held for review. So I have no clue. Once again sorry about your message not being seen. The only time i delete a message on this channel is when the content of the message is incredibly hateful and malevolent in nature. I will never delete anything that is of a helpful and supportive. I want to see more love in the world not less of it. Thank you for taking the time to retype your message. I look forward to reading it. :)

    • @Devonaxx
      @Devonaxx 3 หลายเดือนก่อน +2

      @@NuttyDavid I have some time right now to rewrite the message (for the most part);
      Hi David, So there are a few different art styles used in game development and I will name a few used by indie devs. Handpainted style (this is the one used by the game you talked about "Cat Quest") There are multiple versions of this. Another version of Handpainted style is used in World of Warcraft. It is one of the hardest styles to do right unless you have a painting or drawing/color background (or hobby).
      The hardest style to pull off right is realistic 2D/3D. Then there is also Voxel art, Pixel art (comes in various styles like 8bit, 16bit etc.), 3D Pixel art, Low poly stylized, Hand drawn style (don't starve or cuphead), Vector art (which can be done in isometric vector), manga art style and comic art style. to name a few..
      The viewport of the game you mentioned is 2.5D isometric. It is not 3D, but the ground is on a 3D plane. the art however (rocks, houses, trees etc.) is all 2D.
      It's important to note that if you want to start your journey as an indie dev you start with what you know and not what you do not know. If you are better at art then coding, start making art. If you are better at programming then art, start writing code. If you take on something like this it will feel massive and seem like a long dark tunnel full of unknown things. So when you start something you are not good at, you will trigger the part in your brain that says; "see! it's hard, you cannot do it!" "if it's THIS hard in the beginning, how hard is it going to be!!" "I suck at this and there is so much to make, I can't do this!".
      So, my tip is to make it piece by piece.. small pieces together become something big.. it's like building with cobblestones. 1 brick is useless and doesn't seem that amazing.. but a 1000 of them can build a wall to keep things out or can become a road that allows people to go to other places. You just have to start placing 1 stone at a time.
      So, yeah. Do not pick the hardest art style or design your game with 50 game mechanics and sub-systems. start with the basics of that genre you want to make first, THEN start building on top of that. If you want to make a 2.5D RPG-like game then start with a single map (house, tree, stone, water and cave.) then the character and the movement. then the interaction of the player with stone and wood. then add swimmning, then add the transition so player can enter/leave the house, then add a new map for the interior of the cave. Done? Ok now add a new character, the enemy, populate the cave. now a damage system etc.
      before you know it you have the basics of your game and you can think about adding other things, like fishing, cooking, crafting, companion/grouping system etc.
      Anyway.. this message is now slightly longer then my original one. XD
      I will follow your progress and help out if you need it. I also wish you good luck on this journey. May the rubber ducky be with you.

    • @NuttyDavid
      @NuttyDavid  3 หลายเดือนก่อน +2

      Thank you @devonaxx for retyping this out.
      Okay so that makes sense of what the viewport is. It is a 2.5D isometric view but the ground is on a 3D plane and is handpainted. I think we are going to avoid the handpaint stuff because that is a skill i currently do not have. I am going to have to get really good at art or find some dedicated artists who want to help out.
      Part of this journey is I really want to take things in small bite sized chunks. It might be really slow and annoying for others to watch my progress, but I want to make sure I develop really small goals for myself, so I can stay true to my original vision, but also so I can make progress without getting too overwhelmed. I found in the past when I tried making things my scope was wayyy too big and i got too discouraged when looking at the big picture. I plan on having a very simple scope because I want this game to be cute and easy to pick up for people that are not big gamers. So minimal moves, minimal items, minimal things to learn. So part of this journey will be me having to identify what can be broken down into a small and manageable chunk and that might be some of the value I can offer when making these game dev vlogs xd.
      Reading through some comments I already have people questioning my decisions and attempts at learning haha. So thank you for being my rubber ducky to help guide my thought process.

  • @ZiggityZeke
    @ZiggityZeke 3 หลายเดือนก่อน +1

    I think the cat game looks like a cardboard cutout storybook style

    • @NuttyDavid
      @NuttyDavid  3 หลายเดือนก่อน +2

      Yeah im curious if that is called billboarding. Reading up on billboard sprites.