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


