Games with "Unique" PoVs
I have been trying to think of game ideas that involve a unique point of view (2d). Most games you either view it from the side (side scroller/platformer) or from above the player (Zelda, Final Fantasy, ect ect).
As anyone seen any unique or interesting views?
I've seen side views, top views, anywhere from 10% side + 90% above, to 90% side + 10% above, and a countless variety of isometric/diagonal views. I think that covers everything regarding the angle that's possible.
I think a very wide FOV makes a pretty good impact for top-down and side views. If you use sprites, the FOV needs to literally be drawn into them, but it adds a lot of depth to cityscapes and in-door areas.
What type of game are you going for? Might help to inspire ideas.
I think a very wide FOV makes a pretty good impact for top-down and side views. If you use sprites, the FOV needs to literally be drawn into them, but it adds a lot of depth to cityscapes and in-door areas.
What type of game are you going for? Might help to inspire ideas.
From underneath the player? Through a glass floor? You could build at least a few interesting mechanics around that(floor cracking/getting dirty).
Really though, in a 2D game, you're limited in the point of view you have to choose from a lot more than a 3D one. Trying too hard to make innovations with the point of view is likely to leave you with a game not fun to play due solely to the POV.
Really though, in a 2D game, you're limited in the point of view you have to choose from a lot more than a 3D one. Trying too hard to make innovations with the point of view is likely to leave you with a game not fun to play due solely to the POV.
Quote:I have been trying to think of game ideas that involve a unique point of view (2d). Most games you either view it from the side (side scroller/platformer) or from above the player (Zelda, Final Fantasy, ect ect).
What about Isometric? Or First Person?
lol. I just watched Eagle Eye, and while I found the movie forgettable, I think that's a unique perspective that games rarely (if ever) utilize. Rather than having a fixed perspective, instead you could have a game where you hijack/hack into perspectives, or manipulate the environment to create new perspectives (going off of the inspiration, say, coercing someone to move a camera to a new position).
Quote:Original post by Zouflain
lol. I just watched Eagle Eye, and while I found the movie forgettable, I think that's a unique perspective that games rarely (if ever) utilize. Rather than having a fixed perspective, instead you could have a game where you hijack/hack into perspectives, or manipulate the environment to create new perspectives (going off of the inspiration, say, coercing someone to move a camera to a new position).
That would be interesting. A resident Evil 1 like game where you are actually remote controlling a robot/person from a secure point. And depending on which security cameras you gain access to, you'll get different perspectives to work with and in turn create your own blind spots.
I've always thought playing the game through a series of CCTV/security cameras would be pretty cool. Could have some great tie-ins with the storyline and overall gameplay too.
One idea I had was a small robot performing tasks in a room. You can only view the room from a certain angle (a window or a camera) and it provides a limiting factor that you need to overcome... Somehow. In later levels perhaps you would be able to buy an ultrasound "camera" to get an idea of the level.
One idea I had was a small robot performing tasks in a room. You can only view the room from a certain angle (a window or a camera) and it provides a limiting factor that you need to overcome... Somehow. In later levels perhaps you would be able to buy an ultrasound "camera" to get an idea of the level.
2nd Person Shooter. Only way I can think of implementing something like this is by looking at yourself through the eyes of the guy you shoot.
How about a 3D gameworld using a side-shooter-style 2D view? You would always view the player character from the same angle, but you could move deeper into the Z-dimension and the camera would follow.
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