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Top Down vs Isometric View [poll added]

Suggestions for what Wasteland 2 should or could include.

Moderator: Rangers

Top Down vs Isometric

Top down
53
8%
Isometric(-like)
492
70%
Flexible camera (switch between top down and isometric)
153
22%
 
Total votes : 698


Re: Top Down vs Isometric View

Postby Flamekebab » March 6th, 2012, 8:20 am

Fixed that for you:
Image

Image
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Re: Top Down vs Isometric View

Postby Brother None » March 6th, 2012, 8:28 am

Flamekebab wrote:I think you may have mixed up isometric and top-down, Bonecrusher.


I'd say the way people use top-down is for it to include isometric. Helicopter view is what the old Wasteland, GTA and other old games used. Or top-down, sure. Kind of confused terminology. Which is why I'm curious to hear more of what InXile wants specifically.
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Re: Top Down vs Isometric View

Postby xbogx » March 6th, 2012, 8:44 am



to me, dungeons of dremor is a pretty ugly example of pixel art while fallout has some of the best looking pre-rendered graphics. I don't think your comparison is really fair
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Re: Top Down vs Isometric View

Postby Flamekebab » March 6th, 2012, 8:53 am

Brother None wrote:
Flamekebab wrote:I think you may have mixed up isometric and top-down, Bonecrusher.


I'd say the way people use top-down is for it to include isometric. Helicopter view is what the old Wasteland, GTA and other old games used. Or top-down, sure. Kind of confused terminology. Which is why I'm curious to hear more of what InXile wants specifically.

I meant because he starts off criticising top-down but uses the term "isometric" then later in the same post states that he prefers isometric to, uh, isometric!
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Re: Top Down vs Isometric View

Postby The Beast Man » March 6th, 2012, 8:57 am

Image

This is what I think of when I hear "top down view". And while many of us are asking for more descriptive text, I don't see that as an excuse to deprive us of a relatively rich visual experience like we had in Fallout.
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Re: Top Down vs Isometric View

Postby Dominus » March 6th, 2012, 8:59 am

The Beast Man wrote:Image

This is what I think of when I hear "top down view". And while many of us are asking for more descriptive text, I don't see that as an excuse to deprive us of a relatively rich visual experience like we had in Fallout.


Exactly!
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Re: Top Down vs Isometric View

Postby Flamekebab » March 6th, 2012, 9:07 am

The Beast Man wrote:This is what I think of when I hear "top down view". And while many of us are asking for more descriptive text, I don't see that as an excuse to deprive us of a relatively rich visual experience like we had in Fallout.

Hear, hear!
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Re: Top Down vs Isometric View

Postby mit-mit » March 6th, 2012, 9:38 am

Gizmo wrote:
Ausir wrote:I'd prefer isometric myself, but I wouldn't be against actual top-down either.

Same here.... Dungeonkeeper was both (actually it was top down, ISO, and first person ~no kidding), and I kind of think that could be rather cool no?

http://i271.photobucket.com/albums/jj12 ... k/DK-1.jpg


I fully agree. If the game is developped in 3d, it is probably the best idea.
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Re: Top Down vs Isometric View

Postby Sobboth » March 6th, 2012, 9:45 am

I think i would rather like a nice Top down view, it's better when you have to manage a big team and it's also the best for exploration.
An isometric would be ok though, but a bit more "top down" than in fallout then.
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Re: Top Down vs Isometric View

Postby Gregz » March 6th, 2012, 11:03 am

Map Exploration: Top Down single avatar with ability to split party to use skills/attributes/item (original Wasteland)

Combat: Squad-Based Isometric (Jagged Alliance 2) and a quick combat option available before the encounter after reading the enemy composition (original wasteland style scrolling text and animated GIFs). So squad-based can be user selected before combat for fun or difficult fights, and quick combat can be selected for trash mobs and unwanted random encounters.
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Re: Top Down vs Isometric View

Postby Gizmo » March 6th, 2012, 12:34 pm

Gregz wrote:Map Exploration: Top Down single avatar with ability to split party to use skills/attributes/item (original Wasteland)

Combat: Squad-Based Isometric (Jagged Alliance 2) and a quick combat option available before the encounter after reading the enemy composition (original wasteland style scrolling text and animated GIFs).
I too want some close animated portrait art like in the original Wasteland; the interface and game screen has to be complementary though [IMO]. If you look at Fallout, its obvious nods to wasteland are in plain sight (including the animated close-up portraits).
Image
Image

I think they can't go wrong by closely studying the UI of Fallout and Fallout Tactics both; (go over it again I mean). Three months ago, I would have said that visually FO:Tactics seems very "Wasteland 2 like" in certain ways. Though I like Fallout's UI art better than FO:Tactics'.

I don't want cloned FO:Tactics in Wasteland 2 of course, but a modernized UI with small isometric figures does seem to lend itself well to a squad based game that lets you split up the party, and (perhaps) has a dedicated sidebar for examining things ~and with people & animals, it could show the close up portrait among the details. This UI need not be 4:3 either. Tactics has some cool (and appropriate) ideas in it I think; like the text box doubling as the auto-map with a button press; and IMO best TB combat engine in the Fallout series.
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Re: Top Down vs Isometric View

Postby Bonecrusher » March 6th, 2012, 3:00 pm

Flamekebab wrote:I think you may have mixed up isometric and top-down, Bonecrusher.

Flamekebab wrote:I meant because he starts off criticising top-down but uses the term "isometric" then later in the same post states that he prefers isometric to, uh, isometric!


yeah, you are right, because I was thinking about isometric view, I also write isometric instead of top-down there.
thanks.

let me to give some examples

1) 2D top down

Ultima, Wasteland, Dungeons Of Dredmor

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2) 2.5/3D top down.

GTA, Mageslayer, Take No Prisoners

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Image

Image

3) Isometric View

Diablo, Theme Park, Fallout

Image

Image

Image
Last edited by Bonecrusher on March 6th, 2012, 3:15 pm, edited 2 times in total.
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Re: Top Down vs Isometric View

Postby Wanderer » March 6th, 2012, 3:04 pm

2D, isometric
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Re: Top Down vs Isometric View

Postby xbogx » March 6th, 2012, 3:41 pm

actually Fallout is not isometric, but trimetric ( http://en.wikipedia.org/wiki/Trimetric_projection ) which to me is more appealing. i find the symmetry in isometric projections a lot more artificial looking.
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Re: Top Down vs Isometric View

Postby Gizmo » March 6th, 2012, 3:52 pm

xbogx wrote:actually Fallout is not isometric, but trimetric ( http://en.wikipedia.org/wiki/Trimetric_projection ) which to me is more appealing. i find the symmetry in isometric projections a lot more artificial looking.

It's true, but lately the term Isometric has been commonly used just to describe a high angle third person view... Even the developers of the Witcher described it as Isometric.
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Re: Top Down vs Isometric View

Postby Brother None » March 6th, 2012, 4:39 pm

I'm surprised people even bother pointing out the "it's not isometric" thing anymore. There's a lot of awareness of it, but y'know, nobody cares.

A flexible camera would be great. Some of the best old games had different camera views for different situations. Like Realms of Arkania.
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Re: Top Down vs Isometric View

Postby Gizmo » March 6th, 2012, 4:47 pm

Brother None wrote:A flexible camera would be great. Some of the best old games had different camera views for different situations. Like Realms of Arkania.

I was thinking about that one myself ~not just for the art and the cameras, but for things like travel (where you travel unprepared and you arrive sick and shoeless ~if you arrive at all).
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Re: Top Down vs Isometric View

Postby Brother None » March 6th, 2012, 4:49 pm

Gizmo wrote:
Brother None wrote:A flexible camera would be great. Some of the best old games had different camera views for different situations. Like Realms of Arkania.
I was thinking about that one myself ~not just for the art and the cameras, but for things like travel (where you travel unprepared and you arrive sick and shoeless ~if you arrive at all).


It's a great classic. Offers a lot of lessons that have since been forgotten, like many games like it. You shouldn't be able to travel or dive into dungeons unprepared and go through fine, that doesn't make sense, especially in a setting like Wasteland 2.
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Re: Top Down vs Isometric View

Postby Scorpitron » March 6th, 2012, 8:22 pm

Top down! Don't we all want that classic RPG feel? Top down!
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Re: Top Down vs Isometric View

Postby Serge 13 » March 6th, 2012, 9:28 pm

I would go for an isometric view, similar to that of Van Buren's tech demo. isometric/3d/rotatable
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