Hello!
Currently, I am working in a God game
And there is some
huge doubts about the design of the project.
The game is about controlling all aspects of a planet, including life. And the design must be oriented as a 2D game.
First, here is my current approach:
With some visual effects (trees with lights!):
And here is a gif:
As you can see the game uses a lateral 2D view, with a "red giant" as a main character.
The planet is a flat disc with a fake conversion from 2D to 3D when the view changes to planetary system view.
The planet is a tilebased entity with only two directions: water, clouds and all this things only move to left or right.
Huge limitations and not too realistic, but visually attractive.
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And here is the new approach:
Ok, this is only a mockup
The idea is the inner planet view is now a 2D aerial map.
The planet is now a tilemap with four directions: up, right, down and left.
Less beautiful, without complex visual effects, but more powerful and realistic in the simulation.
Also, more accurate in the 3D conversion from inner planet view to planetary system view.
With this new approach the gameplay will change to something similar to SimEarth.
Main character disappears, and now we just have the mouse pointer of the user.
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What do you think? Continue with the first approach or change to the new one?
In other worlds, Which do you want to play?
Thank you!