A fully open-ended toolbox is inconvenient for any creative process. But limitations will guide you to creative workaround that sharpen your workflow.
With Zen Zone Online, I wanted to add some perspective so that the game characters wouldn’t look so flat. What I did was embrace the 2D nature of the engine and, for each instance of every character, I run a code that duplicates the sprite and put it below the original, with a darker tint.
This makes my game look like it has a unique voxel-style 3D artstyle with handcrafted 3D models, when in reality i just spent a couple minutes creating a sprite, and then let my code make the illusion.
Some years ago I was a teaching Unity and Unreal Engine to beginners. I had sufficient experience with those engines but never quite managed to ship a project, mostly because of:
- scope problems
- lack of skills in art (graphics, sound, music)
- lack of marketing experience
Today, I am really confident thinking that limitations are a benefit to small or solo developers. I choose Construct 3 not despite its constraints, but because they push me to think creatively and force me to keep a small scope.
1/3 problems was forcibly solved thanks to a limited game engine.
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