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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 Burt Gummer » March 17th, 2012, 10:45 am

Gizmo wrote:
Sulzaran wrote:I'd have to see some concept screenshots of both perspectives before I could decide which one I liked better.
This is the crux... A 2D game can look isometric, or even first person; and so can a 3D game. What matters ~the only thing [these days] that matters, is how the data is structured ~the artwork is almost irrelevant to the point. It is the benefits of having the 3D data that is key... and that you can display that data however you wish; and produce different results [images!] 'on the fly' for just changing engine variables.

With 2D, you must absolutely illustrate every single art asset down to the last animation frame ~you cannot use the engine to interpolate ~yet if it's done well, the final 2D or 3D results could be indistinguishable from each other but for the 3d version having easy access to near unlimited animation and color effects.

This should be pinned or something.
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Re: Top Down vs Isometric View

Postby krellen » March 17th, 2012, 10:57 am

Burt Gummer wrote:Pretty much exactly the answer I expected. But perhaps you show us what you have in mind for Wasteland 2.

Already have.
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Re: Top Down vs Isometric View

Postby Burt Gummer » March 17th, 2012, 11:09 am

krellen wrote:
Burt Gummer wrote:Pretty much exactly the answer I expected. But perhaps you show us what you have in mind for Wasteland 2.

Already have.

Afraid to post a link and make yourself look like a fool ... again?

Completely understandable.
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Re: Top Down vs Isometric View

Postby Gizmo » March 17th, 2012, 11:10 am

Burt Gummer wrote:
Gizmo wrote:...

This should be pinned or something.

In fact... Maybe it should be moved over to here:

viewtopic.php?f=7&t=147&start=9999
Last edited by Gizmo on March 17th, 2012, 11:20 am, edited 1 time in total.
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Re: Top Down vs Isometric View

Postby krellen » March 17th, 2012, 11:18 am

Burt Gummer wrote:Afraid to post a link and make yourself look like a fool ... again?
It's in this thread. I figured you'd have read the thread, since you're replying to old posts in it. I'm not going to post a link to this thread in response to this thread. No one's that lazy.
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Re: Top Down vs Isometric View

Postby theadam » March 17th, 2012, 11:19 am

I personally much prefer isometric.
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Re: Top Down vs Isometric View

Postby valcik » March 17th, 2012, 11:39 am

Let's hope there will not be any camera moving, rotating, zooming or such in the W2. Or even bloom. My poor eyes are begging for some neat 2D environment without any flashing effects.
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Re: Top Down vs Isometric View

Postby alexlovesinxile » March 17th, 2012, 11:43 am

Gizmo wrote:I dunno... I would say that Gauntlet is pretty classic 'top down'; and it pre-dates Wasteland and did not have flat (prone looking) characters.
http://www.youtube.com/watch?v=7mMJio2MO6w


I'll concede my argument that classic top down necessarily involved a combination of diorama-style and mixed-projection elements.

However, the consistent projection and drop shadow used in Gauntlet is in itself distinct from the look of Wasteland or Zelda.

I'm not averse to the Gauntlet approach to top-down. Actually, I'd prefer it to the Wasteland approach.
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Re: Top Down vs Isometric View

Postby Burt Gummer » March 17th, 2012, 11:49 am

krellen wrote:
Burt Gummer wrote:Afraid to post a link and make yourself look like a fool ... again?
It's in this thread. I figured you'd have read the thread, since you're replying to old posts in it. I'm not going to post a link to this thread in response to this thread. No one's that lazy.


I assume you mean this:

krellen wrote:Because 2D top down looks like this:
Image
Notice the decided lack of staring at the top's of people's heads.


So, you want Wasteland 2 to look EXACTLY like Wasteland. After 25 years.
If that's not retarded, I don't know what is.
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Re: Top Down vs Isometric View

Postby moomoos » March 17th, 2012, 12:05 pm

Fargo has said the game will be isometric. :)
A Wasteland team is, by default, going to be much of the same team from the first two Fallout games, working on what is essentially a new installment of the Fallout series.
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Re: Top Down vs Isometric View

Postby krellen » March 17th, 2012, 12:09 pm

Burt Gummer wrote:So, you want Wasteland 2 to look EXACTLY like Wasteland. After 25 years.

I wouldn't be opposed to higher-resolution sprites. Given the realities of monitor resolutions these days, that would only be expected.
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Re: Top Down vs Isometric View

Postby TimeTrx » March 17th, 2012, 12:51 pm

Gizmo wrote:
By way of example... TimeTrx's Wasteland avatar is 2D (ripped from the game), but it's easy to make one just like it that's 3D... but (in addition to less images needed, and being easier to make the rotating blades), you could just as easily rotate the whole robot ~~You cannot do that with 2D hand drawn sprites without designing an entirely new set of animations... A completely new sprite; an additional project.

Image . Image




Nice!
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Re: Top Down vs Isometric View

Postby CodeFire » March 17th, 2012, 7:13 pm

The game needs an isometric view. A true top down view would be uninteresting, and really boring to look at. It would also feel cheaper, like a cheaply made flash game, if it was truly top down.
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Re: Top Down vs Isometric View

Postby TheEmissary » March 17th, 2012, 8:27 pm

I think the view really depends on the scope of the game. Top-Down is good for games like Civilization where what is represented is simply too big to be displayed/managed any other way. Isometric is better in lot of ways for small to medium sized regions like a room or block of rooms with a nice perspectives. It really depends on what they have planned and what they feel would work best.

I would love to have a Isometric view for exploring and another view for planning and controlling party members. If the game is fun and well presented it doesn't really matter about the technicals.
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Re: Top Down vs Isometric View

Postby abe » March 18th, 2012, 6:22 am

I'm all in for isometric. I recently played Bastion, and an isometric view with modern graphics sounds more appealing to me, simply because it shows more detail.
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Re: Top Down vs Isometric View

Postby Anarkopsykotik » March 18th, 2012, 6:46 am

Anyway, like it will most likely be 3D engine, people will probably be able to move the camera around and get the top down or isometric view depending on what they prefer.
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Re: Top Down vs Isometric View

Postby The_Scorpion » March 18th, 2012, 7:23 am

2d isometric, rendered from 3d models for those elements that need to be done over and varied countless times, while haddrawn for iconic individual designs. Please no camera-rotating and tilting stuff and no cheapo 3d with fixed camera :roll:
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Re: Top Down vs Isometric View

Postby dmazz » March 18th, 2012, 7:42 am

In Fargos recent interview, I got the impression that combat will be from a top down perspective, but exploration will be isometric.

A couple of reasons for top down combat are that it speeds up combat on a purely mouse click dexterity level, no more hard to click on isometric characters. And also because it will save on CPU graphic processing power which will be redirected to the A.I. It will also provide less screen clutter for the display of crucial combat data.
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Re: Top Down vs Isometric View

Postby krellen » March 18th, 2012, 9:36 am

dmazz wrote:In Fargos recent interview, I got the impression that combat will be from a top down perspective, but exploration will be isometric.

Funny, I got the idea it was going to be the other way around.
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Re: Top Down vs Isometric View

Postby Burt Gummer » March 18th, 2012, 11:06 am

dmazz wrote:And also because it will save on CPU graphic processing power which will be redirected to the A.I.

Hahaha, what?
What kind of CPUs are we talking about here, that this would be anywhere near of an issue? A Pentium 200 MHz?
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