Correct me if I'm wrong, but considering how 3d has 'more information' than 2d, isn't this technically impossible? For a computer to do, I mean. Wouldn't you need a human with creative ability to fill in the blanks?
Exactly. This is the biggest hurdle there is for me currently.
so far, there seem to be 3 sensible solutions to this problem (as far as I see):
1. create a 2d game that uses 3D technology like lighting and lense flares. Also use different 2d layers that have a different depth.
This is what I currently try to achieve and you can see something simmilar to that in the
geobox-engine video. (notice the lighting as well as the trees in the foreground)
2. create a fully 3d game and create new textures for all the sides of every tile in the game. Also, in order to fully make use of this technology all maps would need to be re-written, so that they can make use of tiles places at different z positions. (you can observe this in my previous "
WebGLCS" project. There I used minecraft textures as place holders though:
https://www.cavestory.org/forums/th...le-multiplayer-cavestory-inspired-game.13930/ Especially look at the screenshots and videos)
3. create full 3d models for each level alongside a collision file. The level model would be used only to display the world, while the collision file would tell the game where you could stand on and what not. This would be the fanciest option but comes at the cost of good 3d modeling scills (which I do not have
, and probably most other users also do not have). Also, this would kinda go against my idea of user created levels. Because tilemaps are much easier to edit than 3d models. This is kinda like how
CaveStory3D for the 3DS works
so, these are the three options. The underlined words are how the game would most likely end up looking if I take this route.
for now, #1 seems to be the easiest though. Also, #1 can even be expanded later on to look like #2 (more 3d like)