Actually when it comes to building assets like units, NPCs or terrain features like trees, hills, water or whatever 3d is not only easier and quicker but takes far less resources from the memory and CPU of the computer.
For example- once I have my character animations done I can apply the very same animation to every character in the game (assuming they are simuliar; (human, humanoid- a horse would require a different one) and I am basically done. I just need to click 'add' to add the character. wether there is just one-or 30- since the very same animation is used it's only using one segment of memory as well.
2d on the other hand requires multiple frames of art for each character. At least 8 if you want somewhat decent unchoppy animation, which the frames need to be flipped for each character. Each character then eats ity's own segment of memory- it's own CPU cycles and so forth. Wether creating those 8 or more animation frames is faster than creating a 3d character model depends on what is being made. Geometric models are very fast to model as almost all engines at least come with built-in geometric shaps like squares, triangles- so walls and houses model quickly. All engines I've used even have several for bridges, houses, churches and so on. Texture packs are cheap and abundant for this and terrain- and terrain generators speed map making 10 fold.
Also whereas 2d only sports single animation 3d supports multiple. (A tank moving forward with a hatch opening and turrent turning as it moves cannot be done in 2d nor can a soldier walking with his head looking here and there-so again you also are very limited to what can be displayed.
So in the end simuliar maps in 2d each far more memory and CPU resources take longer and run slower than a 3d counterpart. Not to mention the tools that create it are usually old and outdated so your workflow is not nearly as good.
I really do not know why people assume 3d is harder or more resource extensive- it is quite the opposite and even old school developors recognise this.
As en example read the update on Wasteland 2:
The Unity engine has this wonderfully integrated asset store, full of props, environment sets, FX and tools, and it seemed the perfect proving grounds for our first pass at this new approach of game environment creation. Certainly, purchased or prefabricated assets are nothing new; a variety of sites are out there selling "game-ready" props, and like most developers, we are familiar with that opportunity. But Unity's Asset Store had a few distinct advantages that we found appealing. The store, being accessible from within the editor itself, along with the purchase, downloading and importing of those packages, made this surprisingly painless. Packages containing not only the models and textures, but also materials, particle attachments, and animations were ready to use and then modify immediately.
http://www.kickstarter.com/projects/inxile/wasteland-2/posts
Besides the items mentioned above, high on our list of requirements for an engine was ease of use by the artists and level designers for getting assets into the game and editing levels. We are a small team and must be able to work very efficiently.
Now wether it looks better depends. I still think the 2d maps, with the intregrated 3d effects of Baldur's gate 2 maps look better than most 3d rpg maps to date. This is absolutely true if the game is on a console using subar textures because of memory limitations. Dragon Age does not map wise even come close (they used most resources for character models.)
Last edited by ghostryder : 5 AUG 2012 1:55pm
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