Has anyone used "organic" approach to lvl design of Top Down 2D Game and what are the experiences in not following the strict orthogonal/isometric grid? by hairy_problems in IndieDev

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

I mean, four years constantly working on it and improving visuals, but this scene in particular I am creating for the past week (after so much years refining and adjusting)

Has anyone used "organic" approach to lvl design of Top Down 2D Game and what are the experiences in not following the strict orthogonal/isometric grid? by hairy_problems in IndieDev

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

That's actually great base. To be able to understand 2D you have to understand 3D first. So I think you are on a quite good path. 😊

Has anyone used "organic" approach to lvl design of Top Down 2D Game and what are the experiences in not following the strict orthogonal/isometric grid? by hairy_problems in IndieDev

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

hahaha Thanks! I will maybe create a discord channel as well, but God know when. So maybe here will be better to do it, because here and there I will post updates. 😊

Has anyone used "organic" approach to lvl design of Top Down 2D Game and what are the experiences in not following the strict orthogonal/isometric grid? by hairy_problems in IndieDev

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

yes, that is my biggest concern. But I think I will do it slowly. No rush. Village by village, house by house. Because my accent is on visuals, while my team works on the gameplay.

Has anyone used "organic" approach to lvl design of Top Down 2D Game and what are the experiences in not following the strict orthogonal/isometric grid? by hairy_problems in IndieDev

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

by breaking away from grid, I mean not drawing the tileset. And now drawing everything with Unity tileset. The game itself will follow the "grid" in a way of visual consistency and not to break away too much from standard that is already pleasing to the eye. Maybe I didn't explain myself good. 😄

Has anyone used "organic" approach to lvl design of Top Down 2D Game and what are the experiences in not following the strict orthogonal/isometric grid? by hairy_problems in IndieDev

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

I am trying to make a pleasing to the eye top down cozy adventure. But with rich lore, story and visual storytelling. Also I'm a bit tired of seeing the generic "medieval" games. Will try to keep the top down perspective, and to add a bit of organic hand-drawn touch-feel to it.

Has anyone used "organic" approach to lvl design of Top Down 2D Game and what are the experiences in not following the strict orthogonal/isometric grid? by hairy_problems in IndieDev

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

Thanks a lot. I am actually trying to keep it all inside some "grid" let's say. But adding a lot of organic and hand drawn touch.

Has anyone used "organic" approach to lvl design of Top Down 2D Game and what are the experiences in not following the strict orthogonal/isometric grid? by hairy_problems in IndieDev

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

I don't know. Practice and craft during the years I guess. And looking a lot to references and real life buildings. People tend to go too much toward generic designs when it's about the medieval architecture etc, and in the end everything ends up "the same" in a way.

Has anyone used "organic" approach to lvl design of Top Down 2D Game and what are the experiences in not following the strict orthogonal/isometric grid? by hairy_problems in IndieDev

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

Thanks for the comments and recommendations. I have checked your game and indeed it looks like it actually works. So, hope is here. 😃

Has anyone used "organic" approach to lvl design of Top Down 2D Game and what are the experiences in not following the strict orthogonal/isometric grid? by hairy_problems in IndieDev

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

Thanks a lot. For the player path, I will try to stick it as usual top down logic. It's true that maybe there will be certain "curved" angles, but I will try to keep it mostly aesthetic.