Wow, sounds like you are doing the exact same thing as me: writing an rpg with another person to do graphics etc. I started out writing the whole thing with directdraw, and made a 2d isometric graphics engine that worked fairly well.
When I saw Tan''s book I thought, wow, this is exactly what I''ve been doing. I bought it, read through much of it, and decided it was too easy. So I decided to skip to the last 2 chapters where he goes into 3d, fell in love with the idea, and started over with a 3d engine.
Now, about a week later, I am smacking myself for switching to 3d. I didn''t think it would be that much harder. I was wrong, at least I think so right now. Probably the learning curve is just quite steep.
I must say, however, that I find D3D8 much different from anything I''ve done in directdraw. It would therefore not be an easy matter to convert code from dd to d3d. It really depends what you are looking forward to most to code. If you want to write the graphics engine and see pretty pictures on the screen, you should program your engine in d3d. If you want to work more on the ai, inventory, scripting, story developing etc, use dd to jump over the graphics hurdle quickly.
I have found that there is a fine art to keeping your artist happy and thus working for you. If you make too many demands, they sort of give up and you don''t have an artist anymore, or at least not one that produces useable graphics. D3D is a lot easier on your artist because they can just make rectangular textures, rather than isometric tiles. D3D then takes care of the rest.
Alright, I''ll quit before I babble on any further. In the end, it is basically a matter of choice whether to use dd or d3d. Do what you think you can handle. If you have questions or such, you can reach me at
jzeppenfeld@excite.comGood luch, and have fun programming,.