Alter Kaker on Nostr: Another question for folks knowledgeable in #Godot #GameDev. I'm working on a game ...
Another question for folks knowledgeable in #Godot #GameDev. I'm working on a game with 2d hand-drawn (not rendered) backgrounds and sprites. I can simulate perspective by drawing a grayscale depth-map of the walkable areas, and use that to scale size and speed for things that are at a greater distance (depth). So far so good. It's adequate, but not very flexible. What if I want my character to be able to crest a hill in a scene that has a flat angle viewpoint? It would need to actually go "backwards" a little, but be obscured by the top of the hill... This would also mess up the Y-sorting and everything.
So my question is, what are some considerations for trying to do this in a 3d world, but fake the 2d look? An invisible 3d mesh to move on, billboarding, and so on? It should look the same, kind of along the lines of the old LucasArts adventures.
Obviously whether or not it's "worth it" is a judgment call, but I'd like to have a little more information on what it looks like to implement this.
EDIT: This is silly, why make things more complicated when they already work?!!
Published at
2025-06-08 14:09:44 UTCEvent JSON
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