I've never been good with 3-d models, but I can do sprites. I was hoping I could perhaps make a 2-d isometric game that acts like 3-d. Something like Don't Starve is what I have in mind.
Here's the kind of features I would like to include in games:
- Rotatable camera. Don't Starve is obviously sprite-based, but you can rotate the camera. The effect may not look that great, but it allows the game to work like it has 3-d graphics when it doesn't.
- Customizable character. You choose what your character looks like, such as their clothing, hair style, skin color, maybe their face. The issue is, I also want my characters to be animated. I know the number of sprites I'd have to make for that would be huge, but I figured I could shorten the process with things like palette swapping and reversing sprites. Could I have the game procedurally generate a sprite from multiple parts that are all animated? Or would I have to have every single possible combination pre-rendered? Yeah, I'd still have to make a huge number either way, but I can still cut corners where I can.
And yes, I know having both of these things would require me to create an insane number of sprites, but I'd still like to attempt it, if its possible. Also, I'd like to avoid a pixelated look, if that's doable. And yes, I know that would make creating sprites even more laborious, but gimp makes drawing clean lines rather easy, so I'm not too worried about it.
How long would it take me to create each sprite? With that, I could figure out how long it would take me to craft all of them, if I calculate how many sprites I would need per character.
And yes, thinking about the logistics of it all is immense. Animated, customizable characters in game with a rotating camera, meaning that even static objects would need multiple sprites. And no, I don't intend to include camera pitch. Obviously, I'm pushing the boundaries of what I can do as-is.