Advertisement

Isometric OR 3d?

Started by August 25, 2009 02:35 AM
3 comments, last by tremault 15 years, 5 months ago
So I've been throwing around a design concept for an RPG for a while. And I'm trying to decide what would suit the eventual visual style of the game best. In terms of how I want the game to be, I want to keep it cinematic in a sense that I want very tight view areas, with limited ability to look around to keep the player seeing exactly what I want them to see - or to present a room, building, or view, in a very specific way so it retains the feeling and intended dimension. I see how doing things in an isometric view would be beneficial to this in terms of keeping the angle from a singular point and reprisent the world in a very fixed sense. However, the catch is I'm thinking that I want the zones or views to all be from a singular fixed angle, rather the angle that would suit the scene the best from a cinematic stand point IE looking down a hall, or running through a field. Would 3D be more suitable for this? Or would it be just as feasable to have all these views and use sprite/3d sets in an isometric type styling of a game?
I think it depends mostly on the game mechanics. If you don't think the game mechanics would benifit from either view or that one might suffer because of it then personally I prefer 3rd Person View for RP-Games.
Advertisement
I don't understand the question - if you want all the views to be fixed, then just pick what is easiest to implement and gives the look you're after. On the other hand if you actually meant to say that you don't want all the views to be fixed, then 3D is the only method that's going to give you that flexibility.
I wanted some of the views to be fixed, or tight, so thats a pretty simple answer, 3d it is then. :) Thanks
essentially, isometric is the same as looking at the scene through a lens that has very (infinite) narrow field of view.
in order to view the scene through such a lens you would have to be very far away and so this give a remote feeling. a kind of detached feeling.
I think that is important to bear in mind when making your game.
a fixed view is very easy to impliment no matter what your field of view.
just lock the camera at a particular orientation to your point of reference.

This topic is closed to new replies.

Advertisement