Finally jumping back into game dev after playing the Dark Souls trilogy! I'm enamoured with Sprite Stacking again though. So I'm trying to make that work, though in a different manner than last time, as this time I plan to allow the world to be rotating around.
Sprite Stacking is a 2D technique, to create the illusion of a 3D isometric game, by overlapping sprites at an offset, with each sprite being one pixel higher of the object. Some examples of it in action by other people include
NIUM, and this
one with additional shaders and effects on top. To me, it feels like it strikes an in-between the voxel and traditional-sprite art. So far I have a test Construct 3 file, where I've gotten the sprite stacking, rotation and overlapping working correctly for one object and the player. I'm planning to sprite stack the player too, unlike the two examples mostly because I really like how it looks compared to the non-sprite-stacked player.
I haven't fleshed out my idea yet, but I'm thinking about returning to a streamlined monster-catching game. And as inspiration from Dark Souls 1, I plan to make it non-linear, with the intent that levelling up your monsters just has them learning new skills, instead of becoming statistically stronger. This way all directions are viable from the offset, and you can't outlevel the content to diminish the difficulty. And I actually plan to make 'catching them all' be a vital part of the gameplay, with a more involved catching process than just always battling and catching them at low health (which some still will be). I plan to have it so you may need bait, or traps, etc. And that evolution is more logical (e.g., feeding a caterpillar enough food will make it evolve into its cocoon stage).