perspective for 2D game
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
It also depends a bit on the technology you're using to make the game. All those views save the one of the far right (which looks like a Lost Garden tileset) are 3D graphics, although some are showing 2D gameplay. If you're using a 2D tile set then you're limited in the views that will look good; the typical isometric viewpoint would be better for a management game involving manipulating tiles.
Not sure what you mean by 3D graphics - the 3rd pic is from Woodruff and the Schnibble, a game made before 3D existed, I believe it was a DOS game. And the second to last pic is entirely hand drawn. But you're correct about HM: Magical Melody and the fourth shot which is actually from FF8, those were 3D games. But they are fixed viewpoint 3D games, which means it would be relatively easy to just convert all the models to sprites.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I can't really see what's going on in that Woodruff game, but it seems like it's one of those hand painted 2D games. Are you making a tile based game or planning on something with complete background scenes? If it's the latter, you can do whatever perspective you like, but in the former there's some practical considerations from using tiles and the engine involved.
3D graphic technology is actually better for you in terms of giving you more options with perspective. You can do pretty much anything if your art is all 3D. However if you've got 2D sprites in there it starts putting in more restrictions on what works visually. You can hack together a 2D/3D hybrid if your ground plane is perfectly flat, and just do a "floor" made of 2D sprite tiles, but you'll need to be careful if you want to also put 2D billboard sprites.
You can also go with the SNES style perspective of using square tiles or slightly oblong tiles to give a sense of perspective instead of the diamond shaped isometric tiles. Or there's the Legend of Zelda: Link to the Past style that breaks the rules of perspective in order to show more detail of the surroundings, like showing the surface of all four dungeon walls in a top down view.
This is kind of a make-it-up-as-I-go-along experiment, so I guess subconsciously I am wanting to leave room for implementing platformer, arcade beat-em-up, or adventure/puzzle elements later if I want to.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
As for showing character expression, if you're going with dialog boxes you can always add portraits to them, which would mean you can get away with any viewpoint or scale. Plus I like talking heads to show emotion [smile]
Erk, I think I just realized what you meant by the 3D part though. I realized I have no idea how HM: Magical Melody maintains that angled perspective while having lots of vertical and horizontal scrolling. That would require stretching the background and tiles differently according to where the camera focus was, and redrawing it as the camera moves? That seems like serious math, and the stretching might make it look crappy. Although I remember WatS having both vertical and horizontal scrolling, and FF7 which had 3D sprites on hand-painted backgrounds, also had plenty of scrolling. Have to research how they did it... Parallaxing, but what else?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Quote: Original post by sunandshadow
Erk, I think I just realized what you meant by the 3D part though. I realized I have no idea how HM: Magical Melody maintains that angled perspective while having lots of vertical and horizontal scrolling. That would require stretching the background and tiles differently according to where the camera focus was, and redrawing it as the camera moves? That seems like serious math, and the stretching might make it look crappy. Although I remember WatS having both vertical and horizontal scrolling, and FF7 which had 3D sprites on hand-painted backgrounds, also had plenty of scrolling. Have to research how they did it... Parallaxing, but what else?
The maths isn't that hard - it's the same projective geometry used for 3D games, so there's plenty of resources out there. The stretching however is the problem I can foresee. You don't get that problem with a non-perspective tile based view like a 2D square tile map or an isometric view. It could look like those fake 3D games from the early nineties.
If you plan on hand-painting all the backgrounds like in old adventure games or RPGs like Baldur's Gate (and I guess FF7 - I've only played the demo), I think they did that by having an invisible geometry map of the scene to define where the characters could move and how to scale. Possibly they also used layers for things in the foreground - I guess that'd depend on the game. I can only dimly remember a few inside peeks at the design behind King's Quest IV.
However hand-painting the background might make it difficult to do different tiles for a management game (I'm assuming this is your farming sim idea?). You might need to hybridise background techniques with tiles for the garden.