
HachiDono
7326
11
6
I’m working on a 2.5D game with vector animation in a 3D world and need opinions!
Low Angle VS High Angle
What do you think works better? Drop your thoughts in the comments! ?
Feb 16, 2025 4:55 PM
HachiDono
7326
11
6
I’m working on a 2.5D game with vector animation in a 3D world and need opinions!
Low Angle VS High Angle
What do you think works better? Drop your thoughts in the comments! ?
JAPONfan
Left. Right one risk character being unseen by the player
HachiDono
Huh... good point.
Noodlesocks
Of these examples I'd go with high angle. Low angle makes the world look barren in these examples. All depends on how detailed you plan to make the world.
HachiDono
true... now i am leaning towards this angle xd
ThatPug
The problem is you aren't displaying what kind of things you need to be doing in this. Either could be an issue depending on how the game plays etc and what you'll be expected to be reacting to or interacting with.
HachiDono
I just wanted to know which one gave better vibes. I would love to continue the project with one of the views. But maybe I will change the angle in the future but as of now I wanna settle on one.
ChareAndFlaff
I was going to post until I saw that you said this. This is the answer: It depends.
MichaelMars
High angle is Jerry looking, low angle appears smoother. I don't know what else is supposed to be going on, but the high angle offers slightly wider view, the low angle slightly narrower view.
HachiDono
My game is story driven with weird combat through out the map. Also there is farming like in Stardew valley and a hint of plants vs zombie vibe. Which do you believe gives a more weird expansive view that captures the theme of the game? thanks for the feedback though :)
INeverReadTheTOS
I prefer the higher angle. Better masks the game's loading distance and means you don't have to worry about trees obstructing the camera.
HachiDono
you are right I do not know how to cover the background on the low angle. maybe terraria parallax background? Dunno, I do agree with higher angle it does immerse in the world better.
MoopsyLD
both. switch between them during sgements of the game but start with high
HachiDono
considering this approach. Which do you think is better for combat?
MoopsyLD
again both. use the high as default, then you can have small room areas that go down like against mountains etc. the same goes for combat shifting the angle depending on content provides a better experience that breaks any monotonous sequences. another comment also said things about hiding the background. so lets use this as an example. a town surrounded by trees. once you reach town the camera shifts to low and if anything happens say fighting in town etc. it can switch to high view 1/2
MoopsyLD
so ultimately you use both at the same time. another example is nighttime mechanics. as it gets darker the view switches. and finally lets say you travel up a mountain in high angle but upon reaching the top it switches to low and shows off the world. switching dynamic view for both in and out of combat will let you experiment more without being limited to just a single view for any situation. hope i explained things well enough.
HachiDono
will 100% experiment on this thanks a lot MoopsyLD :)
HachiDono
I love this idea! Never thought of it that way! I just redesigned my character and will make sure to look into your approach! thanks for the great feedback!
P.S I love the idea of going low angle near edges, real great perspective!
lokithewitful
I love the 2D character in a 3D world; it reminds me of a game I play that features the same concept.
Regarding the angle of view, it is hard to determine which one is better without knowing what the gameplay will be. So, in the absence of that information, I will share what I think is better.
I personally prefer the higher angle, but it does make the character feel a little off.
The lower view seems too close to the ground, making it feel like the camera will collide with objects.
lokithewitful
Without knowing more about the game, perhaps you could consider making it a free camera option?
HachiDono
love the idea :)
HachiDono
u r right. Similar to the previous comment, I believe that some sort of gameplay can sort out the view. I will be working on the core gameplay now and share my progress.
P.S I somehow prefer the high angle too. It resonates with me as I used to play a lot of top down games. Also a bit of inspiration from cult of the lamb. :)
theduckening
How much would it affect your design if you let the user change the setting?
HachiDono
yep i agree I will try to add both and see how it affect future gameplay
Akistos
por que no los dos?
HachiDono
Good idea but its hard to think how to implement this in my game.
HachiDono
any idea?
macrolet
Low angle is better, visually. The higher angle is cute, but the dichotomy makes it appear that your character is about to fall backwards.
HachiDono
Ya i agree. I love the feel of the low angle! But the high allows me to bring out the essence of my game. its hard to choose. Now i am thinking of adding both views at various areas of gameplay.
4GoatAboutIt
the low angle also allows for a more character immersive view. You get a taste of the horizon and can frame POIs really well
macrolet
I like the combined effect, by the way. It's neat.
HachiDono
me too I am thinking of how to do this... thx for the feedback!
Skizmo
That all depends on what you want to accomplish
HachiDono
My game is based of off a weird world like adventure time. It include farming and harvesting like stardew valley but there is a twist during harvest you have to fight your yield. So its like a mix of plants vs zombie but the plants attack you. Also the world around u is filled with various being from myths and fairy tales that will immerse you in a deep story.