I am equal parts excited and afraid to announce that Lancer Tactics is moving to 3D maps, despite me having never made a full 3D game before. It looks too good to ignore and solves a buncha problems. Also I'm convinced will not be too big a swing to switch to because I've been doing an AMAZING job at keeping game logic separate from view.

New year, new dimension!

Full update here: https://www.kickstarter.com/projects/wickworks/lancer-tactics/posts/3996281 #GameDev #IndieDev #LancerRPG

@jovialthunder curious if you’ve tried rendering the 3d map at the same resolution the sprites are drawn in
@clarity It's not exact, but I did a quick approximation of the previous perspective here.
@jovialthunder ah not about the perspective specifically, I’m just such a stickler for consistent pixel sizes
@clarity yeah...... I dunno how we'd do that with variable zooms and angles without putting like a pixelizing shader over the whole screen to fake it.
@jovialthunder you can render things into a window and then apply scaling to the window! I forget the exact terminology but I got it working in my own project
@jovialthunder (but pls ignore the ravings of a grumpy bitch who thinks too much about pixels)
@jovialthunder It looks incredible, and congratulations for keeping everything decoupled enough to make this pivot on the view layer so quickly.
@kaynSD it really feels like I was a prepper and then the apocalypse actually happened. It's like oh noooo but yessss they called me a fool but I was prepared for this.
@jovialthunder they uttered things like "premature optimisation" and "defensive coding" under their breath but you're not the one in refactoring hell, right? :)
@jovialthunder looks great. I checked out the 2d version and the perspective change gives it so much life. Out of curiosity, you are using Unity?