I'm currently prototyping an idea I've been mulling over recently. I've taken a half-finished roguelike of mine, and made it real-time as opposed to turn based. Now, I am planning on making it a 3D open world, as opposed to the current "set of 2D dungeon levels," which is fairly standard for a roguelike.
When I say a 3D world, think of Dwarf Fortress. The game display itself will remain 2D (in fact, like Dwarf Fortress, this game is currently just using ascii graphics). So, I am using a simple 2D display of ascii characters (and perhaps later, sprites) to represent a three dimensional game world. The only example of this I can think of is Dwarf Fortress, which is why I used it as an example. Are there any other games that do this?
I am currently trying to decide what the best way to handle this is. For instance, say I am walking down a hill (this is really when I see this somewhat unconventional way of representing the world as being a problem). I start on top of the hill. I see a slope to my left, and I walk onto it. I am still on the "top of hill" layer of the world. I walk left again, and now I am on another slope, this time just below the top of the hill. It seems to me that when running down the side of a hill, the screen would change a number of times in quick succession. This might be disorienting. You can somewhat mitigate this by doing what Dwarf Fortress does, and showing a couple/few levels "below" the currently active level, but faded out a bit. Thoughts?
Representing a 3D world in only two dimensions
Use multiple levels on top of each other. When you go down a slope, the current level is not drawn and the one below does. The player also get's removed away from the upper level and inserted into the lower level.
Latest versions of UnReal World sort of do this, although you don't really get deeply layered areas so much there. It's more of a topographic thing that affects FOV.
URW is graphical, but I mean, you might consider showing layers closest to the player in a more vibrant color then fading them the further down they go.
URW is graphical, but I mean, you might consider showing layers closest to the player in a more vibrant color then fading them the further down they go.
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