Is this game possible with Godot?
Hello there. I’m new to Godot and just came across it, but I feel like I’ve come to the right place.<br /><br />I’ve been reading the documentation, and I must say so far it’s well written, especially the part about encrypting saved games. <br /><br />Lacking the experience and familiarity with it, the idea of scenes are a bit alien to me. So I have a hard time answering a few design questions.<br /><br />I would like to create a 2.5D adventure game that has multiple game states in the same areas, and there is a little bit to unpack to describe what I had in mind. So here it goes, I’ll do my best to describe it, and hopefully I might pick up some pointers from someone.<br /><br />First here is a general image of what the exploration would look like.<br /><br /><br /><br />The requirements.<br />
<br />[li]I’m going to have purely 2D art.[/li]<br />[li]The backgrounds and foregrounds will be layers that may or may not parallax.[/li]<br />[li]The main player area will be either 3D or faked 3D space made of an invisible plane that will allow a player and their companions to walk into the background or foreground. They will need to scale properly, and collision still has to behave.[/li]<br />[li]The sprite directions will be drawn with 8 sets of animations showing the angle they’re walking, based on the angle of their vector.[/li]<br />[li]There will be scrolling up and down, and the camera likely has to track to the first background layer, so the character sprites won’t slide around in ways that don’t make sense when the camera translates the view. How can 3D positions be aligned to a background through camera translation?[/li]<br />[li]Also I’d need some kind of vector/line/polygon collision masks, to create special boundaries around the 2D art so objects and players can’t pass.[/li]<br />[li]When a player moves to another area, the camera angles will have to vary to support different perspectives, so the characters can scale in way that makes sense for that 2D background. Otherwise they might look like giants or hobbits from scene to scene. I feel like if I don't use the engine properly here, I will have to create unique solutions for every area in the game.[/li]<br />[li]If players end up being invisible 3D geometry with 2D sprites, I would like a way for the up movement to move them in a sort of orthogonal path that aligns to the screen coordinates. (This is shown in the attached image.) I’m not sure how difficult it might be to do this kind of transformation on their movement vectors. I would want to avoid the controller's UP/DOWN adding velocity that tracks its aim at some 3D vanishing point, this kind of movement gets confusing when the artwork is all sprites and textures.[/li]<br />