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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Tue Nov 02, 2004 12:30 am    Post subject: [quote]

Aptyp wrote:
LeoDraco wrote:
3-D, with a freely rotatable camera.


That's not top-down, sir.


Nor is isometric, for that matter. Which was something you (indirectly) suggested. And perspective views can still be done with tiles. (I.E., a 3-D perspective can still be made without an actual 3-D engine, although it looks/acts funky.)
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Last edited by LeoDraco on Tue Nov 02, 2004 12:58 am; edited 1 time in total
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Tue Nov 02, 2004 12:41 am    Post subject: [quote]

LeoDraco wrote:
a 3-D perspective can still be made without an actually 3-D engine, although it looks/acts funky.)


Like the dungeons in the zelda games?
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Tue Nov 02, 2004 1:00 am    Post subject: [quote]

XMark wrote:
LeoDraco wrote:
a 3-D perspective can still be made without an actually 3-D engine, although it looks/acts funky.)


Like the dungeons in the zelda games?


The Golden Sun games also did a similar thing. For a non-top down view, many of the Resident Evil games (well, perhaps, most of the PSX-era games) utilized a static background image taken from some perspective, and did funkiness with the character models to simulate 3-D environments.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
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PostPosted: Tue Nov 02, 2004 2:58 am    Post subject: [quote]

Quote:
Resident Evil games (well, perhaps, most of the PSX-era games) utilized a static background image taken from some perspective, and did funkiness with the character models to simulate 3-D environments


Yeah I've been trying to think up some way of doing this myself. It's seems pretty simple- could be very easy to do OGL. Just take out the scene rendering and only render objects, using the scene as a static backdrop. BTW- little bit of history- this was originally done in the first Alone in the Dark Game.
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Aptyp
Egg-Sucking Troll Humper


Joined: 09 Jun 2004
Posts: 36

PostPosted: Tue Nov 02, 2004 3:37 am    Post subject: [quote]

LeoDraco wrote:
Nor is isometric, for that matter. Which was something you (indirectly) suggested.



It's possible to impose isometric perspective on 3D camera, but I'll just say that what I meant was freely rotatable camera does not really fit in the definition of top-down perspective.

Quote:
And perspective views can still be done with tiles. (I.E., a 3-D perspective can still be made without an actual 3-D engine, although it looks/acts funky.)


Ultima 6, 7? Top-down render of a room? None of those look really good, frankly. Ultima perspective actually caused sea sickness in several "test subjects" of mine, so I had it removed :)

Besides, fixed 3D camera would make character control a difficult matter, which is important during combat.
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Tue Nov 02, 2004 3:45 am    Post subject: [quote]

Mandrake wrote:
Quote:

Resident Evil games (well, perhaps, most of the PSX-era games) utilized a static background image taken from some perspective, and did funkiness with the character models to simulate 3-D environments


Yeah I've been trying to think up some way of doing this myself. It's seems pretty simple- could be very easy to do OGL. Just take out the scene rendering and only render objects, using the scene as a static backdrop. BTW- little bit of history- this was originally done in the first Alone in the Dark Game.


Depth information could be stored on the static image. (Possibly as alpha values, but, eh.) Then you would only render models/objects if their depth value is closer to the camera than the image's depth value.
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Tue Nov 02, 2004 5:36 am    Post subject: [quote]

While not good for anything, Poobum 2003 used an effect like this. I would set a 'horizon' where the character would be 0 pixels high and a multipler.
So the height of the character would be: (ScreenY-Horizon)*Multiplier.

The further the character moved down the screen the bigger it would become. Movement speed was also scaled the same.
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