Phd Subject Area
I am cuurently a lecturer at WOlverhampton University in the UK and am due to start a Phd soon in an aspect of Isometric game design, I have already partially developed a mesh based Isometric Map and am looking for a company in which to develop a 3 year project for, I dont expect to get paid but would like a real commercial project in which to research. if you are a company looking at developing Isometric Map''s then contact me at
s.i.slater@wlv.ac.uk
Ideas are:
1) Developing weather systems for Isometric Games
2) 3 Terrains for Isometric games
Stuart
Interesting subject area. I''m an Snottingham Trent, and the use of weather in iso games has often been a topic of discussion. (although 3D I stear well clear off). As far as I can tell weather effects haven''t advanced since X-com. Even the most recent bauldurs gate type stuff seems to offer a few dribbling particle pixels as rain.
What would make weather efects better would perhaps be animated precipitation impacts, particularly on puddles or other bodies of water. Such a process might be a little hardware heavy, but the obscurely named divine divinity got some praise for having real time shadows and reflections in isometric. The movement of trees and such in the wind always looks nice too, Stronghold does this pretty well. Essentially all these features, except perhaps the reflections, strike me as being achievable with simple tile-animation sequences.
What would be clever would be the gathering of puddles, or water running of urfaces. If the Iso map is 2D each tile is gonna need to have a variable denoting it''s relative depth, sao as to indicate wheather or not water should gather here, a timed tile animation sequence to show the water level rising, and a decay rate as the water evporates.
A tough subject, as 2D doesn''t lend it''s self especially well to physics based animations, but I would be interested to hear what kind of ideas your planning on using beyond event triggered animations.
What would make weather efects better would perhaps be animated precipitation impacts, particularly on puddles or other bodies of water. Such a process might be a little hardware heavy, but the obscurely named divine divinity got some praise for having real time shadows and reflections in isometric. The movement of trees and such in the wind always looks nice too, Stronghold does this pretty well. Essentially all these features, except perhaps the reflections, strike me as being achievable with simple tile-animation sequences.
What would be clever would be the gathering of puddles, or water running of urfaces. If the Iso map is 2D each tile is gonna need to have a variable denoting it''s relative depth, sao as to indicate wheather or not water should gather here, a timed tile animation sequence to show the water level rising, and a decay rate as the water evporates.
A tough subject, as 2D doesn''t lend it''s self especially well to physics based animations, but I would be interested to hear what kind of ideas your planning on using beyond event triggered animations.
I already have a 3D tile program for isometric games that I developed as part of an Advanced MSC so for a Phd I would like to create weatehr effects that were along the lines of what you say i.e. puddling of water etc. Games like C&C, AOM, Generals etc would be far more intersting if weather had an effect on units etc.
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