Perspective Changes and What Those Require


Our initial prototype of the game was top-down. While this was easy to make assets for, they lacked detail. As such, when the team was expanded, we switched to an oblique style. While this perspective allowed for greater detail-work, it was not without challenges.

The switch in perspective meant that the omni-directional character and NPC sprites had to be replaced with directional sprites with more complex walking and attacking animations. Where the top-down sprite could have a weapon sprite swing in front of them, or a simple set of moving feet beneath them, animating these actions is much more complex, each taking much longer to make than the top-down sprite as a whole.

That isn't to say the change is bad, of course. The oblique angle allows for a much more visually impressive and interesting world, and to better communicate the intent behind the designs of characters and enemies. Creating these new assets, while time-consuming, is enjoyable and fulfilling, and I look forward to seeing it all in motion.

Get Fallen Worlds (2020)

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