![]() ![]() What features were hardest to translate from 2D to 3D? It's a pretty strange place to be but it's definitely paying off. We've got to relearn everything before we start making games again. PM: Our 2D games were our first 2D games, and with this transition to 3D, we've never worked in Unity or things like that. ![]() It was a mix of a lot of technical details along with skill level. It was a big jump for me to learn all the rules and how to actually do it. I've never modelled before this project, I purely used Paint for the previous game. Once we transitioned to 3D, it was like, "OK, we can actually do this if we want to." That's where it took off.ĭD: I would also say we hit our stride purely from experience. And we were pretty much making the assets in 3D and showing them as a 2D thing, so it was kind of a waste. PM: Yeah, one week it was 2D, the next it was 2.5, and the next week it was 3D. But once we started talking about showing items and moving to 2.5D and then to 3D, it was pretty rapid. PM: We had this 2D prototype for quite a while. And by the time we were at 2.5D, we were like "we're almost at 3D at this point, should we just give it a shot?" So we went from 2D to 2.5D just for the sake of being able to place these items on your body more easily. Doing that in 2D was actually fairly difficult. This was a key part of a lot of fan art that I saw, and also the cover art. Something I personally really wanted was to be able to display items on your body. We didn't want to make Risk of Rain but again. The twist for that one was you played as the monsters in the previous game. Duncan DrummondĭD: Risk of Rain 2 didn't start off in 3D. We wanted to show players this is still Risk of Rain. ![]() We were nervous about announcing the 3D project. PM: Getting everything to that point took quite a while, but I think now that we're there we feel a little more comfortable showing things off. We've gotten to a rhythm of creating characters, creating items.ĭD: I would say we've definitely hit a stride at this point where we're less about "what direction are we going?" and more "what kind of content can we create?" PM: We've got it to a point where it's not super scary for us. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |