villain of the story
Arcane
It's play-VD-game time!
I never said you have criticised technical aspects in the past.
But maybe that doesn't qualify as a criticism.
Joking aside, fair enough and I agree but my point stands. Camera in 3D is tricky business. Few "isometric" 3D games have done it right and most of those that did, did it with strict limitations eg. StarCraft 2. So if you're gonna give a fair amount of controls over camera, I think it will only help if you add in the option to switch to orthographic/parallel projection or a maybe an option set camera's field of vision so we can set a very narrow angle, zoom out a little bit and play it like the latter (which shouldn't be difficult for AoD as you wouldn't need to implement anything new :wink: )
I omitted it because that specific bit of information about preservation of floor plans did nothing for the argument (ie. "isometric in games means more than isometric"). And it came up later on this same page anyway. It's a subtype of oblique projection.
"Stop worrying about crap like that and just call it isometric like everbody else" was the point.
They are clinically stupid.
Vault Dweller said:I've never criticized technical aspects,
I never said you have criticised technical aspects in the past.
including camera controls
Bloodlines combat was skill-based, and the skill-based part worked very well. If the camera wasn't fucked, it would have been perfect. Definitely wasn't boring.
But maybe that doesn't qualify as a criticism.
Joking aside, fair enough and I agree but my point stands. Camera in 3D is tricky business. Few "isometric" 3D games have done it right and most of those that did, did it with strict limitations eg. StarCraft 2. So if you're gonna give a fair amount of controls over camera, I think it will only help if you add in the option to switch to orthographic/parallel projection or a maybe an option set camera's field of vision so we can set a very narrow angle, zoom out a little bit and play it like the latter (which shouldn't be difficult for AoD as you wouldn't need to implement anything new :wink: )
You missed the go-to example for "rotated military projection" (a.k.a. "gonna barf sideways projection") so named because it was so used: it has the distinction of preserving unmolested floorplans while providing height information and orienting major features on the cardinal. It's also piss-easy to code for, because the worldspace X/Y remain at 1:1, both to each other and the screenspace.
I omitted it because that specific bit of information about preservation of floor plans did nothing for the argument (ie. "isometric in games means more than isometric"). And it came up later on this same page anyway. It's a subtype of oblique projection.
Isometric view is still easier to say than top down view with perspective, even if the perspective in question isn't really isometric.
"Stop worrying about crap like that and just call it isometric like everbody else" was the point.
What i would really like to know is how companies still believe top down/isometric/whatever perspective is no longer commercially viable when you have stupid shit like faggotville bankrolling on big publishers and their shitty AAA next gen crap.
They are clinically stupid.