Quote from: Bozobub on July 04, 2017, 03:32:25 PMTechnically speaking they are textures, merely wrapped to a 2D object, as digging through the files will attest. Sprites are a particular way of achieving 2D (or isometric) graphics, not 2D graphics as a whole. Regardless, it has a couple of major advantages over more "realistic" 3D modeling:
I have no idea if it's the actual implementation, but RimWorld's graphics mostly look sprite-based, not texture-based to me.
- one, it's very lightweight, which is good since simulation games tend not to play well with system resources;
- two, it's easy for a small team to make or commission without a lot of overhead (and by the same token, it's equally easy for modders to, well, mod);
- and three, abstraction leads to more abstraction. By that I mean - because the art style is simple and stylized, it makes sense that we don't see people's hands actually holding weapons or grabbing items, or working at benches, etc. Because there are no legs, it makes sense that people can change direction instantly or are knocked back squarely instead of having to stagger or sprawl back. It immensely simplifies not just the pawns standing there, but especially all the interactions that would otherwise look "weird" if they were abstracted.
As far as a raster-vs.-vector approach, I suspect part of it has to do with implementation (I've never, despite having said I would several times, sat down and learned Unity, but I suspect "make a plane primitive and stick this texture on it" is pretty straightforward) and part of it to do with mod compatibility (I feel like relatively few casual modders are used to working in vector graphics or have the tools for it, while raster graphics are more standard).
Ultimately, while I don't think the basic art style of the game is going to change, specific areas you think could use touch-ups might be welcome feedback.
