oNyx
08-09-2004, 03:31 PM
From a designer's pov it makes most sense to use perspective with the most benefits for the player. For example logic mazes usually use 2d top down (good overview) and jump'n'runs 2D side (accurate jumping).
Isometry is a pretty nice thing. It looks pretty good and it's fast to render. Well, you can end up with alot overdraw but you get the same in a classic 2d game with paralax scrolling.
There are some games which use isometry just for a better look (eg Sim City) and games which are somewhat annyoing to handle (eg Solstice [NEW/Famicom]), because isometry lacks any depth - accurate jumping is really tough (watching the shadows isn't fun).
However, I don't know many games which uses isometry for adding something to the actual game (except better graphic) and/or (more interesting) make the game itself possible.
Over at the old boards someone posted a link to a flash game where you'd to build a "machine", which moves a ball to the goal. That game for example used isometry very well, becaue you could see everything and because the height was an important factor. Another thing with was nicely avoided are navigation problems - since you didn't need to navigate a character it wasn't any frustrating/irritating.
I would like to know if you know any other games were the use of isometry actually added something to the game and - of course - why it worked for you.
Further information:
http://www.compuphase.com/axometr.htm
(types of isometry and some math)
Isometry is a pretty nice thing. It looks pretty good and it's fast to render. Well, you can end up with alot overdraw but you get the same in a classic 2d game with paralax scrolling.
There are some games which use isometry just for a better look (eg Sim City) and games which are somewhat annyoing to handle (eg Solstice [NEW/Famicom]), because isometry lacks any depth - accurate jumping is really tough (watching the shadows isn't fun).
However, I don't know many games which uses isometry for adding something to the actual game (except better graphic) and/or (more interesting) make the game itself possible.
Over at the old boards someone posted a link to a flash game where you'd to build a "machine", which moves a ball to the goal. That game for example used isometry very well, becaue you could see everything and because the height was an important factor. Another thing with was nicely avoided are navigation problems - since you didn't need to navigate a character it wasn't any frustrating/irritating.
I would like to know if you know any other games were the use of isometry actually added something to the game and - of course - why it worked for you.
Further information:
http://www.compuphase.com/axometr.htm
(types of isometry and some math)