Hello all.
I was wondering if there are any game engines out there that are oriented towards isometric, 3D RPGs such as Diablo 3, Torchlight, Magika, etc..
Most engines I found so far are either oriented towards FPS, such as Cry Engine and UDK, or are far too generic, such as the Irrlicht engine, which will add what I think is unnecessary work on the engine instead of the game. Any chance there are any engines out there that are crafted to be more suitable for RPGs?
I would prefer they be in Java, since it's more my forte, but beggars can't be choosers, so C++ is great as well!
Thank you.
Any 3D, Isometric, RPG oriented engines?
I've evaluated quite a few 3D engines, and found the same thing you have: they're all written basically for FPS. I have yet to find any with a scene manager built with isometric in mind. From what I've seen, your best bet is to find one with a readily accessible rendering back end, and write your own scene structure.
It's quite the shame really. I'd rather spend time working on my game, rather than waste time working on the engine. But I guess there is no other way.
I've used Unity before, and they make it really easy to make a third person camera. They even have one supplied in the base assets, all you have to do is drag and drop it onto the screen. Unity is one of the few engines designed for many kinds of games, and it shows. Lots of great 2d games, notably Battleheart, have been made in it, and a lot of great third person isometric games as well. I recommend you try out a lot of different engines and see which one you want to use. Unity3d supports Javascript, BOO, UnityScript, and C#. But people on the forums have written a lot of plugins for many different languages, so I'm sure you could find one for Java.
It's not just a question of the camera angle. There is also the point of having layers of objects disappear or go transparent depending on where the player is, and other similar things Isometric games have to do. There isn't anything out of the box that will handle that.
You'll have to implement that yourself.
Neverwinter Nights split all their tiles at the middle so the marked upper portion could fade out when appropriate.
You'll have to implement that yourself.
Neverwinter Nights split all their tiles at the middle so the marked upper portion could fade out when appropriate.
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