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The game is now going to be 3D Isometric

I've been pretty quiet for the past few months, after receiving feedback for the last demo I've been fixing up a lot of bugs and implementing suggestions but my development speed has been slowing down for a while.

Last week I was bored and did a small experiment with a 3D isometric view, which was the original plan I couldn't do because of lack of ability, and it turned out to look actually good, so I started developing it further and further.

So far I reimplemented movement, camera and objects interactions, verticality is now an element of the game with elevators and catwalks.

I don't plan on adding the ability to jump but Cirno  will be able to slightly float above the ground in order to clear small gaps and glide off ledges, avoid falling into the acid pits!

Combat will remain pretty much the same as the 2D version, danmaku will be limited to a 2D plane meaning the combat will pretty much be the same as the 2D version and bosses will be very close to classic touhou gameplay.


Most of the textures in the image are placeholders, I'm still working on experimenting with the models and textures, mapping is powered by TrenchBroom and models by BlockBench



I'm not sure when I'll be able to publish a new demo, there's a lot of stuff that needs to be in place before I consider the game playable again, the idea is to keep the old 2D version functional within the same engine and still use it for some levels or minigames, although now a lot of things on the 2D side got broken  by the 3D changes and will need to be fixed eventually.

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Looks interesting! Will you be making 3D models of all the characters as well?

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Characters will remain 2D sprites , I'm having fun modeling various props in 3D but characters are way beyond me, I think sprites still look neat and thanks to the isometric perspective I can reuse the same ones



Ah, I see! A mix of 2D and 3D assets can still work well, so I'm curious to see how the gameplay will feel with the new 3D environments.

Hopefully the added vertical component makes for more interesting levels, I already started finding interesting ways to add secrets, things like jumping off a walkway onto a pipeline leading into a opening km the wall with ammo and weapons.

Movement should be pretty much the same as the 2D version, the isometric view pretty much handles the bullets the same way as 2D

Reminds me of crusader no remorse! Looks tight, cant wait to try it again.

Guess what? That game was the main inspiration and design guide, I've been wanting to make a game similar to it for a long time but I had to settle for top down 2D at first because I was still learning Godot  but now I feel like I can actually get closer to my original vision