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Posted 17 July 2012 - 04:12 AM
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Posted 24 July 2012 - 04:03 AM
If it's a real time strategy game (or anything not turn based, really) you could sort of cheat by adopting a 3/4s straight on view, like the old Legend of Zelda or Pokemon games. The player moves at the same speed no matter which way they are going, but objects and people are drawn from the side. Not strictly realistic if you really think about, but it looks good and seems like a possible compromise between top down and isometric.
Posted 24 July 2012 - 04:10 AM
I think it depends on a few factors:
- How important are distances in your game? If it's more about connectivity of points, then it's less of an issue.
- How quickly and how often do players need to make distance calculations? If they don't need to make them that fast or often, then you can just display the distance on the map.
Personally I like the perspective of an isometric map - the advantage of it is that you can display a greater area (assuming it's 2D or relatively flat) than a top-down view, so although distance might be harder to calculate, the player might have a better strategic understanding of the game. Plus it might save you from having to code a new view, like a zoomed out map view etc.