Very early on, but I like the graphic style. I have a terrain engine (that will generate a landmass, cities, dungeons–very basic) done in Java, and thought I’d take the tileset I created for that and see what I can do in 3D. These are just a few manually placed tiles, and now I’m going to start bringing the terrain generation over.
Have to decide what kind of graphics to go for, the tiles are built from 16x16 sprites (everything in a single 256x256 texture). I’ll layer planes as necessary (for example the pine tree with snow has a snow plane on each side, the dungeon door, is another plane layer on the rock tile)
Minecraft has been quite inspiring, games with bazillions of dollars sunk into them, and minecraft is what I play. So as I struggle to get even one character done in the ZBrush/C4D pipeline, and get almost zero programming done, maybe there’s a lesson to be learned
The plan for this game is some sort of rogue-like.
Nice but this is not “2.5D”. 2.5D is an established term for either a particular projection type or a 3D game where movement is restricted to a 2D plane or in simpler terms, like a 3D sidescroller. Read about it:
This is exactly what I was aiming to do as well…what you have pictured is damn similar to what I have in my head too…I just think our end-goals are a touch different I’m sure.