When you make prototype art for your (2d) game, is there a reason most games use squares or rectangles? Is it the best shape, or does the shape not really matter?
Game development · 0.80
Summary · qwen2.5:32b
Rectangles and squares are commonly used in 2D game prototypes due to their simplicity in defining character dimensions and hitboxes, though the optimal shape can vary depending on the game genre. For instance, rectangles might suit platformers better than triangles, which could be more applicable for top-down games. This choice impacts how characters interact with environments and other entities within the game.
Excerpt
<!-- SC_OFF --><div class="md"><p>I'm hoping to join my first game jam coming up pretty soon, and I wanna know about some best practices like this</p> <p>Are rectangles and squares practical because they can more accurately lay out how a character looks and its hitbox? Would any other shape work better? Or is it dependent on what genre of gameplay you're deving (like a rectangle for a platformer, triangle for a top down game, etc.)?</p> </div><!-- SC_ON -->   submitted by   <a href="https://www.reddit.com/user/eCyanic"> /u/eCyanic </a> <br /> <span><a href="https://www.reddit.com/r/gamedev/comments/1uplybq/when_you_make_prototype_art_for_your_2d_game_is/">[link]</a></span>   <span><a href="https://www.reddit.com/r/gamedev/comments/1uplybq/when_you_make_prototype_art_for_your_2d_game_is/">[comments]</a></span>