Quote:

But perhaps you can mix 2D and 3D also with 3DGS, like you said 3DGS is not
oriented to this style of game and the other tool is fully dedicaced to
adventure games.




Correct..as I said in my last post, you can mix 2D and 3D in 3DGS. However, there is a lot of prep work that goes into it and it just isn't worth it, especially now that WME allows the mixing of the two technologies. With 3DGS, placing and scaling the background plate is very easy..the tedious part is placing your sprites and getting scale right. If your screen has a lot of areas that the player can walk behind, this can get very old very quickly. I suppose you could write a script that would allow you to move the sprite around and scale it during runtime. You'd then take note of the scale and world position and place it accordingly in WED. If I ever feel like being mentally tormented, I may give it a try.

Quote:

But your game will not be full 3D ,but mix of 2D,3D ?




Yes, the 2D background are your graphics, and your player walks around on top of it via an invisible collision model. Doing it the old fashioned way(all 2D) required you to play around with some scaling parameters, but using the 3D approach eliminates both this and the need to draw hundreds of frames of animation for the various characters. However, the tradeoff is higher system requirements and the lack of an old hardware compatibility mode(which automatically triggers in an all 2D situation).

Quote:

And 3D in this tool i think is not as advanced as with pixel shaders and some
amazing effects that would be prerended in 2D (particle effects, bump mapping!!
well perhaps try it and see what gives the best results.




True, however you aren't going to want to use shaders given the target market. There's more older hardware than newer, so it really isn't worth investing the time in it. Plus, there's really no need for them in this kind of game. Adventure gamers aren't as preoccupied with graphics as action gamers. They're more interested in the plot, character development and quality of puzzles. The hardcore element is drawn to high quality drawn backgrounds, but they'll forgive 3D if the game measures up.

The only thing 3DGS has over WME besides shaders would be stencil shadows, but 3DGS stencils won't render on "none" flagged surfaces, so it's a useless feature for this style of play and isn't an advantage.


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