My "pet project" will be a double-take on the classic space shooter genres. Specifically the 2D top-down (ie: Galaga) and 2D side scrollers (ie: R-Type, Gradius).......at the same time.
Before I get to my main question as posed in the subject, let me try to paint a picture of what kind of game I want to build...
In a 3D space, you have three axes - X (left and right movement), Y (forward and back motion), and Z (up and down movement).
Side scrollers deal with the YZ perspective and top-down handle the XY. It's presumed in 3D space that the 3rd dimension in a 2D view is fixed...it doesn't change. But what if DID change even while still in 2D perspectives?
Before I go further, I recognize the similarity between what I'm proposing and a certain game called "Fez". Both ideas will incorporate 2D gameplay in an "interactive" 3D world. My idea is still quite a bit different, not to mention it's a different genre, and I had this idea over a year ago before I even had an inkling about "Fez"...
Say you're playing a classic Mario game, originally a side-scroller. Mario comes to a wall and, despite his powerful legs, he cannot jump over it. But what if you could see from a different perspective? From above or behind him? Suddenly that impassible wall is nothing more than a simple pillar that Mario can walk to the side of.
In my space shooter game, that's the idea behind the gameplay. Having the ability to switch between perspectives on-the-fly. A wave of enemy fire that can't be squeezed through becomes a small huddled group of dots you can fly around and easily dodge. I have more ideas to incorporate, but time and testing will prove if these are viable in the actual gameplay.
Now, I have two thoughts on how to make this happen.
1. A single layout with two layers.
Depending on the active layer that represents one of the two perspectives, one layer will be invisible while the other is active. Each of the active layers will have a second "blocked off" in order to create the illusion of a viewing window that has been resized to accommodate the traditionally-narrow playing field of a shooter (not always the case, I know, and I may change that).
2. Two layouts, one for each perspective.
Pretty much the same think as two layouts, but it might make it easier to switch between perspectives so that objects on different layers don't clash.
I would use two ship objects - one for each perspective. They would "share" an instance variable that kept track of the mutual XYZ coordinates; each ship "instance" would update regardless of which view was active.
There are, undoubtedly, other considerations to account for...but I haven't tackled them yet.
What I'm curious about are any pros/cons that come to mind and possible work-around options for doing this in C2, which is where I'd like to KEEP the game for now.
However, I've had previous talks with fellow C2izens (C2 citizens) who feel using Unity might be a better option. Definitely can't disagree given that my game will take place in 3D from two fixed 2D views, and Unity is a 3D engine.
What I'm after is some insightful thoughts about the benefits of either game editor and why one or the other would be the proper route.
I appreciate your input! :)