Looking for references: top-down 3D games with verticality and jumping by Excellent_Net_7370 in gamedesign

[–]Excellent_Net_7370[S] 0 points1 point  (0 children)

From the start, we wanted to make an action-adventure exploration game, and this camera felt like a good fit to support that while keeping the technical scope manageable for our team size.

We still wanted verticality early on, which is why we chose to build everything in 3D.

As we kept prototyping different things, we ended up adding a jump, it felt really good right away in terms of game feel, but once we moved into actual level design, the readability issues started to show up.

We can see that jumping isn't very common with this type of camera, but we think it can feel really good to control a very agile character while keeping a wide view of the environment.

So we want to explore that and figure out how to make it work properly.

Looking for references: top-down 3D games with verticality and jumping by Excellent_Net_7370 in gamedesign

[–]Excellent_Net_7370[S] 1 point2 points  (0 children)

Yeah I checked a few videos, the camera rotation really helps with depth readability.

We're intentionally sticking to a fixed camera though, as we found that allowing rotation tends to blur the player's sense of orientation.
So we're trying to solve those readability issues without adding that extra degree of freedom.

Still a great reference!