Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Which 1st-person RPGs (blobbers, etc) had the best fake-3D art?

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,867
Location
Ingrija
I think LoL was one of the better RT blobbers; not as good as Black Crypt, but better than Eye of the Beholder.

LOL is EOB for King's Quest-playing women and children :obviously:

Anvil of Dawn was the ultime dumbing down of the real time blobber genre; you didn't even control a party any longer.

This began with Dungeon Hack. And people who would insist that makes DungHack a different subgenre than EOB3 are ultimate autists...
 

Alchemist

Arcane
Joined
Jun 3, 2013
Messages
1,439
If you already use discrete positioning and rotation the difference between real and faked 3D is purely academic.
A lot of blobbers already had as much 3D level building as possible with fixed step without using any actual 3D.

To reap the benefits of full 3D you need to abandon the trappings of an oldschool blobber, even if still making one - see Wizardry 8.
I mean mainly development benefits. Most pratical game editors nowadays are meant for 3D scenes, and the ones meant for 2D are for platformers/topdown games. Granted hacking his own fake 3D approach is probably more fun if he's into that sort of thinng

One advantage of using real 3D (even grid-based) is that I only need to draw a particular wall texture once - which is then mapped to a 3D object. With fake-3D that wall image needs to be adapted manually to the different angles and distances it can be seen at - and saved as separate sprite images. Not a huge amount of extra work if I scale / shrink / warp it in Photoshop - but it adds extra processing steps. And shrinking in Photoshop might not always produce pleasing results, so some re-drawing at different scales and angles might be needed.

But on the other hand - a pure 2D approach means I never have to open a 3D model editor once during development. That has a certain appeal, because I enjoy doing 2D art the most.

The other advantage of pure 2D / fake-3D is that very few people are doing it these days - so it helps the game stand out a bit.
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
Patron
Joined
Oct 22, 2013
Messages
3,351
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
2d art is definitely where it is at for me. The SVGA era was the epitome of game art IMO. Now we get skinned polygons. :negative:
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
I mean mainly development benefits. Most pratical game editors nowadays are meant for 3D scenes, and the ones meant for 2D are for platformers/topdown games.
Ok. You can get tools making it easier and more efficient, that's a fair point. But after boxing yourself in the same limitations as fake 3D blobbers had using a proper 3D engine will not have any tangible gameplay impact.

One advantage of using real 3D (even grid-based) is that I only need to draw a particular wall texture once - which is then mapped to a 3D object.
This evaporates if you insist on mimicking the fake 3D approach with billboards, though.
 

JamesDixon

GM Extraordinaire
Patron
Dumbfuck
Joined
Jul 29, 2015
Messages
11,322
Location
In the ether
Strap Yourselves In Codex Year of the Donut
One advantage of using real 3D (even grid-based) is that I only need to draw a particular wall texture once - which is then mapped to a 3D object. With fake-3D that wall image needs to be adapted manually to the different angles and distances it can be seen at - and saved as separate sprite images. Not a huge amount of extra work if I scale / shrink / warp it in Photoshop - but it adds extra processing steps. And shrinking in Photoshop might not always produce pleasing results, so some re-drawing at different scales and angles might be needed.

But on the other hand - a pure 2D approach means I never have to open a 3D model editor once during development. That has a certain appeal, because I enjoy doing 2D art the most.

The other advantage of pure 2D / fake-3D is that very few people are doing it these days - so it helps the game stand out a bit.

With Unity3D, you don't have to worry about touching a 3D model if you get the right assets like 3D Forge's Dungeon Creator. It will have everything you need to make different styles of dungeons etc... With their Village Interiors and Village Exteriors assets you can make 3D buildings as you want them to be.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom