{"id":540,"date":"2025-01-15T22:28:17","date_gmt":"2025-01-16T04:28:17","guid":{"rendered":"https:\/\/www.chroniclesoftright.com\/blog\/?p=540"},"modified":"2025-01-15T22:28:17","modified_gmt":"2025-01-16T04:28:17","slug":"the-visuals","status":"publish","type":"post","link":"https:\/\/www.chroniclesoftright.com\/blog\/2025\/01\/15\/the-visuals\/","title":{"rendered":"The visuals"},"content":{"rendered":"\n<p>My idea for the game visually is basically a 3D world on a 2D grid with a top-down point of view.\u00a0 This way I don&#8217;t have to deal with all of the complexities of 3D collision detection but I still have some stylistic freedom with the world rather than being cornered into standard pixel art if I did a straight 2D game.\u00a0 The player will be able to move in any direction and the camera will be looking down at a fixed angle.\u00a0 To avoid needing any kind of &#8220;x-ray&#8221; functionality where the player character is visible behind objects that are blocking him\/her from the camera, the camera will be able to rotate 90 degrees at a time around the player character.\u00a0 So, if the player character is behind a tree or a building or some other obstacle, the player can just rotate the camera until he can see the character again to control him\/her.\u00a0 This will also take full advantage of the fully rendered 3D world and hopefully create a fun exploration experience.<\/p>\n<p>I have the very basic of some cubes moving around on a plane to represent the look that I eventually want, but once I get the simplest of environments put together I&#8217;ll start publishing some screenshots and even very, very early versions of the &#8220;game.&#8221;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>My idea for the game visually is basically a 3D world on a 2D grid with a top-down point of view.\u00a0 This way I don&#8217;t have to deal with all of the complexities of 3D collision detection but I still have some stylistic freedom with the world rather than being cornered into standard pixel art&hellip;<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-540","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/540","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/comments?post=540"}],"version-history":[{"count":1,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/540\/revisions"}],"predecessor-version":[{"id":541,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/posts\/540\/revisions\/541"}],"wp:attachment":[{"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/media?parent=540"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/categories?post=540"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.chroniclesoftright.com\/blog\/wp-json\/wp\/v2\/tags?post=540"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}