Moderator: Rangers
The Bard's Tale and many of Wasteland's contemporaries from SSI were first person exploration; SSI's Gold Box games were, and had top-down/ISO combat (that was turn based). TORN was [would have been] SPECIAL based, and that was 3d ISO/TPP.cdoublejj wrote:yeah that sounds crazy. usually top down is rpg and first person is FPS. if it will be any thing like the gurps/special system i'm not even sure it will be in 3d in fact i'd like to see pre rendered hi res 2d isometric but, i'd settle for 3d isometric like in Command & Conquer 3: Tiberium Wars.
cdoublejj wrote:i don't about beefing uo the cities but, i could see defending them in a few missions.
as far as 3d that immediately ups the system requirements and i just saw a thread aksing/requesting the game be playable on main stream pcs and in order to that and have 3d it will look like shit which is another thing if they go 3d i don't want it look like shit it should be done properly with with high quality character models and items/objects.
Serge 13 wrote:I would go for an isometric view, similar to that of Van Buren's tech demo. isometric/3d/rotatable
RansomIblis wrote:Serge 13 wrote:I would go for an isometric view, similar to that of Van Buren's tech demo. isometric/3d/rotatable
I thought that I read in one of the interviews that they weren't interested in 3D as it would be too expensive...
Gizmo wrote:cdoublejj wrote:i don't about beefing uo the cities but, i could see defending them in a few missions.
as far as 3d that immediately ups the system requirements and i just saw a thread aksing/requesting the game be playable on main stream pcs and in order to that and have 3d it will look like shit which is another thing if they go 3d i don't want it look like shit it should be done properly with with high quality character models and items/objects.
I dunno... Dungeonkeeper did pretty well with no 3d card. Dawn of War was 3D, but was fixed ISO/3d (unless you changed the settings) and it looked great; it could have been done with rendered sprites. High poly models don't really matter if the general interface puts the player at 90' from the PC's ~I mean Fallout was rendered 3d sprites, and Pool of Radiance 2, and Temple of Elemental Evil were both realtime 3d figures on a 2D background. These games had trivial system requirements, and would be easily handled by most integrated video these days.
jabu wrote:RansomIblis wrote:Serge 13 wrote:I would go for an isometric view, similar to that of Van Buren's tech demo. isometric/3d/rotatable
I thought that I read in one of the interviews that they weren't interested in 3D as it would be too expensive...
I'd be surprised if modern full scale development was actually cheaper with 2D assets than 3D on a project of this magnitude.




I know.cdoublejj wrote:fallout 1 and 2 were all pure 2d they made 3d models in light wave and the program took screen with the models all fully light with a lighting system and it was all converted down frame by frame in to 2d sprites.
Crooked Bee wrote:Please don't make this isometric. I want Wasteland 2, not another Fallout. In fact, whether W2 is going to be top down or not is going to be pretty close to a deal breaker to me.
Gizmo wrote:Wasteland was designed for an early IBM, Apple 2 and Commodore 64. I don't mind any improvements so long as the contribute towards the concept.
Looking at Wasteland you'll notice that none of the map icons for creatures (or the ranger party) was drawn from the top; (drawn the way the art for 'Gauntlet' was for example). If anything the display looks like a Fallout/ Baldur's Gate style, made for the restrictions of an IBM AT DOS PC.
Brother None wrote:Assuming it's 3D, why not allow some camera flexibility? I think the best RPGs of the late 80s/early 90s, like Realms of Arkania, worked with different cameras for different situations.
Brother None wrote:I dunno, Bee. Can you even justify a $1M budget with top-down graphics?
Brother None wrote:The thing is, top-down has always been a bit limited in what you can aesthetically, that's why Wasteland does so much with animated portraits and slanting the look of objects.
Users browsing this forum: No registered users and 1 guest