u/Background_Cow_6701

Image 1 — Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects?
Image 2 — Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects?
▲ 21 r/Unity2D

Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects?

We’re making a shop / collector game and for item conditions we’ve been drawing separate versions of the same object by hand. Our original plan was to keep going fully in that direction, but as the number of items grows, it’s getting harder to sustain, and drawing 5 condition states per item no longer feels realistic.

Now we’re wondering whether it would hurt the look too much if we kept the main condition states hand-drawn, then pushed them a bit further in Unity with things like darkening, dullness, glow, or similar effects to create a couple of extra levels.

My main concern is whether that would start to break the hand-made feel and make the work we already put into the drawn versions feel less meaningful. At that point, would it be smarter to just keep the system at 3 strong visual states and stop there?

Curious how other people would approach that tradeoff.

u/Background_Cow_6701 — 13 hours ago

Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects?

We’re making a shop / collector game and for item conditions we’ve been drawing separate versions of the same object by hand. Our original plan was to keep going fully in that direction, but as the number of items grows, it’s getting harder to sustain, and drawing 5 condition states per item no longer feels realistic.

Now we’re wondering whether it would hurt the look too much if we kept the main condition states hand-drawn, then pushed them a bit further in Unity with things like darkening, dullness, glow, or similar effects to create a couple of extra levels.

My main concern is whether that would start to break the hand-made feel and make the work we already put into the drawn versions feel less meaningful. At that point, would it be smarter to just keep the system at 3 strong visual states and stop there?

Curious how other people would approach that tradeoff.

u/Background_Cow_6701 — 13 hours ago

Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects?

We’re making a shop / collector game and for item conditions we’ve been drawing separate versions of the same object by hand. Our original plan was to keep going fully in that direction, but as the number of items grows, it’s getting harder to sustain, and drawing 5 condition states per item no longer feels realistic.

Now we’re wondering whether it would hurt the look too much if we kept the main condition states hand-drawn, then pushed them a bit further in Unity with things like darkening, dullness, glow, or similar effects to create a couple of extra levels.

My main concern is whether that would start to break the hand-made feel and make the work we already put into the drawn versions feel less meaningful. At that point, would it be smarter to just keep the system at 3 strong visual states and stop there?

Curious how other people would approach that tradeoff.

u/Background_Cow_6701 — 13 hours ago

Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects?

We’re making a shop / collector game and for item conditions we’ve been drawing separate versions of the same object by hand. Our original plan was to keep going fully in that direction, but as the number of items grows, it’s getting harder to sustain, and drawing 5 condition states per item no longer feels realistic.

Now we’re wondering whether it would hurt the look too much if we kept the main condition states hand-drawn, then pushed them a bit further in Unity with things like darkening, dullness, glow, or similar effects to create a couple of extra levels.

My main concern is whether that would start to break the hand-made feel and make the work we already put into the drawn versions feel less meaningful. At that point, would it be smarter to just keep the system at 3 strong visual states and stop there?

Curious how other people would approach that tradeoff.

u/Background_Cow_6701 — 13 hours ago

Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects?

We’re making a shop / collector game and for item conditions we’ve been drawing separate versions of the same object by hand. Our original plan was to keep going fully in that direction, but as the number of items grows, it’s getting harder to sustain, and drawing 5 condition states per item no longer feels realistic.

Now we’re wondering whether it would hurt the look too much if we kept the main condition states hand-drawn, then pushed them a bit further in Unity with things like darkening, dullness, glow, or similar effects to create a couple of extra levels.

My main concern is whether that would start to break the hand-made feel and make the work we already put into the drawn versions feel less meaningful. At that point, would it be smarter to just keep the system at 3 strong visual states and stop there?

Curious how other people would approach that tradeoff.

u/Background_Cow_6701 — 13 hours ago

Is it better to keep 3 handmade item states, or stretch them to 5 with Unity effects?

We’re making a shop / collector game and for item conditions we’ve been drawing separate versions of the same object by hand. Our original plan was to keep going fully in that direction, but as the number of items grows, it’s getting harder to sustain, and drawing 5 condition states per item no longer feels realistic.

Now we’re wondering whether it would hurt the look too much if we kept the main condition states hand-drawn, then pushed them a bit further in Unity with things like darkening, dullness, glow, or similar effects to create a couple of extra levels.

My main concern is whether that would start to break the hand-made feel and make the work we already put into the drawn versions feel less meaningful. At that point, would it be smarter to just keep the system at 3 strong visual states and stop there?

Curious how other people would approach that tradeoff.

u/Background_Cow_6701 — 13 hours ago

In a shop management game, would you rather use employees, personal skills, or phone contacts?

We’re designing a shop management / collector game where the core loop is buying items, negotiating with customers, and selling for profit.

The game will also have a story with some mafia/crime-world connections, but the main gameplay loop is still centered around running the shop.

To add more variety around that loop, we want a few side systems for things like:

  • item repair
  • black market selling
  • attracting better customers
  • hearing rumors or getting early news about opportunities

We’re currently trying to decide what the best in-world format for these systems should be.

Possible approaches:

  • the player unlocks personal skills
  • you hire employees to work in the shop
  • you visit other businesses around the city
  • you call contacts through a phone / contact book system

We want these features to add flavor and roleplay, but we don’t want them to feel like extra menu chores or make the game feel overdesigned.

Which of these approaches would feel the most immersive and satisfying to you, and why?

reddit.com
u/Background_Cow_6701 — 5 days ago