I would be happy as a clam if the game looked like Viewtiful Joe Viewtiful Joe - Wikipedia, but Earthworm Jim Earthworm Jim - Wikipedia would work just as well. Icing on the cake for me are the parallax scrolling in VJ, as well as the way the camera moves in 3d space (the game isn’t so much a side-scroller from only one angle, but more like a side-scroller that follows a complex 3d path).
We have started to develop on Torque 2D, but are not too enthused about learning torque script.
I have a comic book artist, a maya artist, and a novice programmer to make this happen, but it’s really a matter of choosing the right engine since we are very motivated.
As for the game controls we are looking for jump/double jump, climb, attack, and pickup/put down of weapons, with each action having a different look.
From what I understand I could use an animated character locked to a certain axis, and then switch the character with a different model each time a certain weapon is picked up?
Then we use 2-D textured planes as the background? Although I suppose if we use Unity we might as well use 3-D backgrounds…
I have searched the manual for specifics on billboards, can somebody send me a link for further reading? Specifically, can I make the face of a billboard always point to the camera?
Also, quicktime cut scenes are still not implemented correct?
Is it ultimately foolish to try and create a 2-D game in Unity in the style of the NES (i.e should I stick with Torque and use Unity when our need for 3-D arises)?
Are there going to be any strange issues? Frame rate problems, etc?
Jeremy: I know how to do texture offsets in Torque, can you point me in this direction for Unity? We could use our sprites for both in this case, and not have to make 3-D models of our art.
Thank you to all replies!