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.
Pixel art stimulates imagination and makes it easier for users to customize the world.
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.)
Sense of depth
Ability to add visual effects (lighting, shadows, depth of field / bokeh)
More intuitive collision system (walls, cliffs, volumes)
Some elements can no longer be 2D (furniture, vehicles, walls, any large geometric object)
Requires creating 3D assets
More complex user customization (3D assets)
No need for 3D assets
Much easier import and customization of decorative elements
Lighter production pipeline
Leaves more room for player imagination
Very classic / “old school” approach
Fewer advanced visual effects
No significant benefit compared to non-isometric 2.5D
2D assets become almost unusable
2D assets appear to slide on the ground when the player moves
Heavier asset production
Reduced readability
More believable / realistic rendering, gives a 3D illusion
Strong constraints on assets (fixed angle)
More complex import of custom sprites
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.
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