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Who else thinks this could work for a straight on zelda cam perspective? I'm opposed to using an isometric view for my game as I just feel like it's been done to death in terms of RPGs.
I'm wondering what it would look like with just a door frame floating there in the middle of the room...
Anyone else have any other games that use different methods? I know that the Zelda wall style seems to be the clear winner here, but I'm really trying to avoid breaking perspective. I'd like to keep everything in proper perspective which means there's going to have to be some fade away walls or cut away walls.
edit: On a side note, a game Pokemon does away with bottom walls entirely, much like Mr Robot, however they don't use door frames or anything, they merely mark a door by having a rug in front of it. Would proper visual cues such as rugs or light sources be enough to show where the entry/exit points are? I figure once you've exited a door like this once, you'll notice them whenever you're inside.
If you look at the 3rd snapshot down (Harvest Moon), it would work sort of like that. There isn't any overlapping walls, the walls just don't exist. So in fact, the character is seeing everything they can see on the ground, they just don't see the bottom wall.