Craig Stern
Sinister Design
Thanks, guys!
As vonAchdorf suggests, I'm using Unity going forward. Any remake of TT in this new engine will be the same basic game; it won't be made any more FF Tactics-y than it is now. So why 3D? The 3D graphics offer two big advantages:
(1) I won't need to rely on screwy 2D approximations to portray elevation differences anymore. (Which is to say, no more nonsense like that side-facing stairwell in the bar fight that you can't actually shoot down.)
(2) You'll be able to rotate the game camera to see battles from different angles. (This is already 100% supported in the engine as it exists today.)
The non-Windows versions didn't cause too much trouble apart from Steam; it's really Steam that was the problem there, tbh. I'll still support non-Windows builds of my games going forward, but I won't be so quick to promise Steam support for them.
The reason it looks confusing in that screenshot isn't because it's 3D; it's because those characters are standing on a battlefield consisting of identical tiles at wholly randomized levels of elevation. Trust me, it'll look better once I start crafting actual, coherent levels in it.
Craig Stern
That's interesting. Good riddance to Flash, really. What tech are you using now? Also the screenshot suggests you're going further than that. Are you going to convert Telepath Tactics into a Final Fantasy Tactics-style 3D game?
As vonAchdorf suggests, I'm using Unity going forward. Any remake of TT in this new engine will be the same basic game; it won't be made any more FF Tactics-y than it is now. So why 3D? The 3D graphics offer two big advantages:
(1) I won't need to rely on screwy 2D approximations to portray elevation differences anymore. (Which is to say, no more nonsense like that side-facing stairwell in the bar fight that you can't actually shoot down.)
(2) You'll be able to rotate the game camera to see battles from different angles. (This is already 100% supported in the engine as it exists today.)
Thanks for the dedication Craig, the non-Windows version were probably responsible just for a fraction of the sales, and still seemed to require a disproportionate amount of work from what I read.
The non-Windows versions didn't cause too much trouble apart from Steam; it's really Steam that was the problem there, tbh. I'll still support non-Windows builds of my games going forward, but I won't be so quick to promise Steam support for them.
I'm not so sure about the "real" 3D in the screenshot - the old 2D engine was visually nice, while this looks a bit confusing.
The reason it looks confusing in that screenshot isn't because it's 3D; it's because those characters are standing on a battlefield consisting of identical tiles at wholly randomized levels of elevation. Trust me, it'll look better once I start crafting actual, coherent levels in it.