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Thread: Making better Adventure Map | This thread is pages long: 1 2 3 · «PREV |
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted February 10, 2016 11:33 AM |
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verriker said: however they still utterly suck in terms of scale and readability, I would really insist these 3D games are doing it wrong with the simplest things like size of trees and mountains, they are much, much too big, and if they stopped chasing this gritty detailed realism in favour of iconic, strategically meaningful depictions it would be a good shout for everyone lol
Exactly this.
I've been playing AoW3 lately and it is exactly how it should be done.
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Dave_Jame
Promising
Legendary Hero
I'm Faceless, not Brainless.
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posted February 10, 2016 01:52 PM |
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double ++
These are strategy games, not simulators, we need distinguishable tokens/representations.
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I'm just a Mirror of your self.
We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.
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sobaka770
Hired Hero
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posted February 23, 2016 03:45 PM |
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I think that there are two things to do to make the map readable:
- Hardocde a fixed isometric angle and orient objects accordingly so they always look the same. From there the sizes of non-interactible objects can be adjusted so that the objects on map are always visible.
- Clear differenciation between terrain and objects on map: smaller trees, mountains, softer ground textures anything.
To be honest, I don't think Ubi gets it. There's a nice talk from the developers on Diablo 3 from Blizzard Entertainment, who were discussing moving the game to 3D and how rotating camera didn't work with the design of the game. So they made the camera angle fixed and used soft painted ground textures to make the 3D sharper character models stand out.
I think that this approach can be directly used to thinking about Heroes adventure and combat maps. Can it be done on UE3 existing engine? I don't honestly know, it's more of the bottom-up kind of thinking.
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