Yup. It's another one joining the site just to post in this topic (call me crazy but I love a good conceptual thinking challenge). So hello everyone. Not sure if I'll stay or not. I do read the comics, but I run my own forum and that eats up most of my internet time. I'll try but no promises.
Alright. On to the brainstorming!
Mythrrinthael wrote:And yes, now that you mention the 2D to 2.5D [transition], I guess it's indeed rather prone to bugs.
I think that the fundamental coding at work here would be relatively simple. Say you've got a game like New Super Mario Bros.
or Super Smash Bros.
Those games are done entirely in 3D. In order to make it side-scrolling, the player is simply not given control of the Z-axis. Just the X and Y. The camera follows a set path as the player moves about the level just like any other game.Megaman 2.5D
would work pretty much the same way. The first difference being that Megaman is obviously a sprite instead of a 3D model. One way, off the top of my head, to do this would be to make the character model in the game a transparent 2D square and map the sprite to it as a texture the way it's done in the Paper Mario
series. The second difference would be the transition from one plane to another. If I were coding it, I'd force the character sprites to always be parallel with the X-axis. When you reach a certain block where a swap were to occur, the following things would happen:
- Disable enemy AI behavior on the x-axis so they don't start shooting diagonals and crap (or design the AI so that they can only act on events to their left or right).
- Rotate the camera (which is still just a set path in a 3D environment) to the new angle.
- Enable enemies' AI on the Z-axis.
- Rotate Megaman to line up with the new axis.
- Remap the player's controller to the Z-axis instead of the X.
There are also a couple of things in the trailer that may present a problem, though. The conveyor belts look simple enough. The player is moved automatically between the points on the X-axis. No special control needs to be done there. In the boss fight with the dragon, the game uses the anything-hidden-does-not-exist gimmick. I can think of a couple ways of getting around this, but none that I can easily put into words.
There are some problems with my ideas, I'm sure, but I think it'd be a good place to start if someone were to design something like this. If anyone does, or knows someone who might want to, let me know. I'd love to help.
So yeah. I think that I've put off finishing my essay for tomorrow long enough. Maybe I'll see you around. I'll follow this topic just in case anyone wants to toss around ideas.