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2D Top Down design problem

Discussion in '2D' started by Skuriles, Jan 11, 2021.

  1. Skuriles

    Skuriles

    Joined:
    Jan 5, 2021
    Posts:
    3
    Hello everyone,

    I'm maybe running in the wrong direction and I can't find proper answers (or maybe I'm searching for the wrong words).

    I'm quite new to unity and I'm playing around with a 2d top down game so far.
    I've built an environment with some houses and if the player enters a house the room of the house is shown.

    But now I'm a little bit concerned about the view of the interior.
    All assets I use can be placed in the room (like the small nightstand, the closet and the shelf).
    But I'm worried to place items at the bottom wall. The small box at the bottom left I just flipped.
    But bigger objects like the second book shelf at bottom right seems odd.

    How can I achieve that properly to place objects correctly at the outer walls beside at the top?
    I mix up two types of camera view (camera in the middle and camera placed at the bottom), or? So either the walls must look different or I need other sprites...

    I just want to achieve that the character can properly access all objects in that house without making it looking wired...
    I've attached an image

    Thanks for help, I just didn't find any proper example, but only to place all bigger items only at top of the view
     

    Attached Files:

  2. Skuriles

    Skuriles

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    Jan 5, 2021
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    I think I found a proper solution: But if anybody has better ideas, please just let me know
     

    Attached Files:

  3. Lo-renzo

    Lo-renzo

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    Apr 8, 2018
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    1,319
    You could do something like Stardew Valley.
    In a tilemap, you'd execute this by having "walls" and "wall tops" tilemaps, one that has an Order in Layer that's lower than other tilemaps and the other that's higher than other tilemaps. This would break walls into a lower half and an upper half. The lower half renders below the furniture. The upper half renders above the furniture and is offset up a little so that it cuts off the base of furniture, giving the illusion of depth.

    It's noteworthy that the furniture and character aren't tall enough to clip into the "wall tops," e.g. the Christmas tree in this picture. If tree were too tall, it might begin to oddly look underneath part of the wall.
     
  4. raarc

    raarc

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    Jun 15, 2020
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    535
    this is something you have discovered, but the thing you want to do is not possible in 2d top down

    because of the position of the camera, everything that is facing toward the top is invisible to the player

    as you can see the bottom walls are irrevocably invisible, and might aswell not exist

    because of this bookshelves and paintings always face down, never up and never to the side, the angle of the camera simply does not permit it

    you can check in every 2d rpg, bookshelves only exist on top walls because of that reason
     
  5. Antony-Blackett

    Antony-Blackett

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    Yeah, part of game design is building levels that work within the constraints of the art and art style. Conversely some of it is designing an art style that looks good and works for the required game design. So you must decide, is having these things at any orientation required for your game? If no, place them where it looks good. If yes, maybe you need to rethink your camera or art style.
     
  6. Skuriles

    Skuriles

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    Jan 5, 2021
    Posts:
    3
    Thanks a lot for feedback. So I need either more/other sprites which support side or back view (like in the stardew sceenshot) or I have to think if I switch to a full top-down concept without perspective ( or change the whole concept at all)...
     
  7. Antony-Blackett

    Antony-Blackett

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    Feb 15, 2011
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    1,772
    or design levels within the constraints you have and only place those props at the top of rooms as suggested previously.