So the team as a whole has decided to shift to Unity as our Game Engine, rather than GameMaker. One of the reasons why we decided to make this shift was to support Nintendo Switch (even though Unity support has not been officially given yet).
Another thing that we decided is to have an isometric view. The reason for this change is so that we can improve the design of the game, also moving from traditional pixel art to modern art, and 8-bit audio to modern audio (don’t know how many bits it usually is :p)
Now the question that arises is how to go about making the game. There are 3 ways to do so:
If we go for a complete 2d setting, then we won’t be able to use Unity lighting easily, since all the assets will be flat, but also, this will allow our designer to go all out and create awesome looking games. There are many games that became successful with this strategy but mostly because of their artwork and not because of the gameplay. Below is an example of one such game.
Note that all the assets from this game is actually 2D art !
Another way to go about it would be to create 3D assets with 2D characters. This allows us to use Unity Lighting, but it makes collision a lot more difficult, since characters and enemies are flat images. An example of one such game below,
Please watch more than a few seconds to get a feel of the graphics, the trees, walls and every other asset is actually 3D, apart from the character, which is a 2D sprite.
Finally, obviously full 3D, no need to give examples. It’ll help in lighting and collision detection, but the problem is, we don’t have that many skilled 3D artists, also it will make the game quite heave, which we absolutely don’t want to do.
I personally feel the first is the best option, you guys say your preference, and also Arti Loftus, no matter what we choose, the workload on you and your team is quite high. A lot depends on you guys !