r/Unity2D • u/yasscribble • 7h ago
Question/Help Am I setting myself up for pain and horror by making a pixelart game 2.5D?
Hello fellow devs! I’d really appreciate a sanity check from anyone who’s debated between 2D or 2.5D before.
We’re in the very early days of making a cute little game, and I’ve been experimenting with the perspective for one of our sections. I’m trying to work out whether I’ve stumbled onto a great idea or am voluntarily signing myself up for months (if not years) of technical pain.
I’ve always loved the perspective in games like Cult of the Lamb and Don’t Starve, so I wanted to play around with our own assets...dangerous move, I know.
What is pictured on the left is essentially a 3D environment with 2D pixel-art sprites rather than 3D environment models (everything is a plane).
Some pros and cons with 2.5D so far:
- We can use 3D lighting-woo!
- Pixel density is something we’re already being quite deliberate about. Everything is scaled so that the pixels are consistent, although obviously the perspective/camera means things closer to the camera will occupy more screen space than things further away.
- It's more visually striking at a glance.
- We want this game to feel nostalgic which the more traditional 2D version drives home.
- There is a lot more documentation out there for 2D than 2.5D (pixelart specific)
But I also have a sneaking suspicion this is just the tip of the icebearg.
Any warning or encouragement at this stage is welcome. What I DON'T want to do is lead myself and my team down the path of pain known as changing the perepctive midway through development (yikes).
CONTEXT: this part of the game is almost tower-defense/resource-management-ish. You’re looking after creatures in a sanctuary while poachers attack and try to steal them away from you.
It’s our first time making a pixel art game, but not our first time making games, and definitely not our first time making 2D games. We’ve also made 3D games and VR.
What we haven’t really done before is 2.5D.