Moving camera, or camera with discrete "screens"?

Posted by Jacob Millward on Game Development See other posts from Game Development or by Jacob Millward
Published on 2012-11-06T18:28:28Z Indexed on 2012/11/06 23:21 UTC
Read the original article Hit count: 337

Filed under:
|
|

I'm making a game with a friend, but having trouble deciding on a camera style.

The basic idea for the game, is having a randomly generated 2-dimensional world, with settlements in it. These settlements would have access to different resources, and it would be the job of the player to create bridges and ladders and links between these villages so they can trade. The player would advance personally by getting better gear, fighting monsters and looking for materials in the world, in order to craft and trade them at the settlements.

My friend wants to use an old-style camera, where the world is split into a discrete number of screens that the player moves between. Similar to early Zelda dungeons, or Knytt Stories. This is opposite to me, as I want a standard camera that follows the player around as I feel the split-screen style camera limits the game.

Can anyone argue the case either way? We've hit a massive roadblock here and can't seem to get past it.

© Game Development or respective owner

Related posts about 2d

Related posts about game-design