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NovelStudioNewsSurvey on the new map creation engine
Community

Survey on the new map creation engine

NovelStudio · published 21 Mar 2026, 22:00 UTC

All newsPlayers around this dateRead on Steam

As a reminder, the current map editor will be removed and replaced.

I’ve started working on the new map creation engine. Before committing too strongly to a specific direction, I need your feedback.

✔️ What’s already decided

Pixel art textures

Pixel art stimulates imagination and makes it easier for users to customize the world.

Pixel art characters with spritesheets

Standard and well-proven, allowing for animations and custom creatures. (This will require quite a bit of work on my side, I don’t fully know how to do this yet.)

❓ Points to decide : 2D vs 2.5D

2.5D (perspective view)

Advantages:

  • Sense of depth

  • Ability to add visual effects (lighting, shadows, depth of field / bokeh)

  • More intuitive collision system (walls, cliffs, volumes)

Disadvantages:

  • Some elements can no longer be 2D (furniture, vehicles, walls, any large geometric object)

  • Requires creating 3D assets

  • More complex user customization (3D assets)

2D (no perspective view)

Advantages:

  • No need for 3D assets

  • Much easier import and customization of decorative elements

  • Lighter production pipeline

  • Leaves more room for player imagination

Disadvantages:

  • Very classic / “old school” approach

  • Fewer advanced visual effects


Isometric + 2.5D (perspective view)

Advantages:

  • No significant benefit compared to non-isometric 2.5D

Disadvantages:

  • 2D assets become almost unusable

  • 2D assets appear to slide on the ground when the player moves

  • Heavier asset production

  • Reduced readability

Isometric 2D

Advantages:

  • More believable / realistic rendering, gives a 3D illusion

Disadvantages:

  • Strong constraints on assets (fixed angle)

  • More complex import of custom sprites

🧠 My opinion

I’m currently leaning toward a 2.5D perspective (non-isometric), with a camera aligned to the grid. I’ve already implemented part of the engine.

This allows:

  • simpler collision handling

  • dynamic lighting and depth of field

  • a result closer to modern JRPG maps

But:

  • it requires more work (3D assets)

  • it complicates environment customization for users

  • it introduces additional technical constraints

👉 Key question:

Does this actually add meaningful value to the storytelling of a visual novel?

I probably have a bias due to my 3D-oriented background.

On the other hand, pure 2D remains:

  • the simplest solution

  • the most accessible

  • the most flexible for users

Isometric 2D can be visually impressive if done well.

🗳️ Your opinion

I’ll let you vote and share your feedback.

2.5D ( no isométric ) => 0
2.5D ( isometric ) => 1
2D ( no isometric ) => 2
2D ( isometric ) => 3

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