bacon":3uylaxvt said:
Are you spriting or drawing everything?
A bit of both.
At the moment I'm looking at doing drawn backgrounds, the pipeline I'm creating is isometric maps -> orthogonal layers -> functional in game -> artist paints over the layers
And then for characters my thoughts are sprites. It's just a lot of work getting sprites done. To get away from the "MV" look I'm thinking of having 5-direction (3 of which mirrored for 8 directions) 6 frame movement - which is what Legend of Mana does. Legend of Mana is an excellent material to point at and say "like this" - but the maps are more uniform on the isometric grid - no sprite scaling needed (which wasn't done very well in LoM anyway).
I'm also going to make low-poly 3D models for some map objects, that actually doesn't take that much time for me to do compared to sprites/backgrounds. Chests would be a 3D model, the player cursor (shows where the player is after a map transition) would be 3D, some interactive objects a 3D model. Doors would be a 3D model too. That saves from having to do a heck of a lot of sprite animation, means the bulk of the sprite work is characters. Grouped OBJ models, so no special animations, it's all based on rotating and translating individual groups in code (this is for a single project, so animating these in code is perfectly fine).
Enemies I'm probably going to go for painted, rather than sprites. The battle system I have in mind would work fine for that. I am even considering looking into having skeletal animation on 2D sprite pieces - Castlevania style. Doing it this way would be due to the enemies mostly being 1-offs, so having full sprite sheets would take a while to produce. Enemies in battle are large enough for proper artwork.
Game resolution is 864x486 (16:9) and I made a scaling filter so it still looks good in various window sizes. I'm also considering having a higher resolution game UI layer on-top of this, Super Nintendo style, so the functional information on the screen is much smoother and clearer.
At the moment my isometric tiles are 96x48, pretty large to quickly scrub up big maps and leave a lot of room for artistic freedom on the art-pass stage. Not sure how big the characters should be, I made a test sprite and I am not that happy with it.