Pseudo-3D Dungeon View
by James Rozee · in Torque Game Builder · 03/11/2007 (2:58 pm) · 82 replies
Hi,
I was wondering if anyone has any information on creating the old style Pseudo-3D engines of the early 90s like Lands of Lore, Bard's Tale or Eye of the Beholder? They all used a slicing sprite type engine to mimic the 3D view. Does anyone have any resources on this? I'm looking to make an old fashion game.
Thanks.
James
I was wondering if anyone has any information on creating the old style Pseudo-3D engines of the early 90s like Lands of Lore, Bard's Tale or Eye of the Beholder? They all used a slicing sprite type engine to mimic the 3D view. Does anyone have any resources on this? I'm looking to make an old fashion game.
Thanks.
James
#82
03/21/2007 (1:05 pm)
The artwork that I put together was never meant as "final". I tossed it together in a few minutes to help David and hopefully inspire him on to do more. It has to be gone over with a fine tooth comb to make it "perfectly" seamless. So, like the engine, consider the textures to be in testing as well. :) However, you will probably find that the shadows -- once applied -- will obscure most of the imperfections in the tiling. The ones that remain should be able to be delt with.
Associate David Higgins
DPHCoders.com
I'll start with your second comment first, cause it's more fun to go backwards ...
Only concern yourself with the latest screenshots, and the second Demo Video link on the .plan I posted earlier this week -- but even in those, you can still see some slightly non-seamless tiling occurring ... this is due to the art assets used ... it's extremely hard to pull off 'picture perfect' tiling with a perspective look, and I believe James did a great job with the artwork he sent me to replace my ugly brick wall texture I hand made myself ...
As for moving clouds, or a sun, or what have you ... if you have the code, you can do anything you want with it ... which means, add the ability to add these features ...
I could, if requested, add in the ability to pass 'flags' into the render system, to tell it not to destroy certain objects -- currently, it calls "sceneGraph.clearScene()" when "updateScene" is called for the first time, which effectively wipes the entire scene clear to remove any sprites that were used in the last screen update ...
If you disable the drawing of ceilings, and toss a scroller on the last layer (layer 31), I don't see why it wouldn't work ... again, as has been stated numerous times already in this thread ... almost the entire look and feel relies on extremely well done artwork ...
You can not just toss something together in 2 minutes and expect it to look great with this render system ... all the images required some serious forethought as to the expected look and feel of your "dungeon" ...
Short and simple answer -- yes, you can create Indoor, Outdoor and 'Dungeon' maps ... you could, with some modifications to the current code base, easily pull off throwing a scroller in the background to simulate night/day and cloud movement ...
You could also use a secondary scenegraph and place all your "static" (scroller, moving clouds, time/day/weather effects) in this secondary scenegraph, and work with it as you wish ... and let the dungeon render system handle the display of the perspective 'tiles' for you on its own ... and you can perform your own outside 'what time of day is it' logic when the player moves .... or update the secondary scenegraph on a timer, for example ... etc, etc ...
Anythings possible ... what will be provided "out of the box" is a completely different story, but I am definitely interested in the idea you've provided ... and I'll put some consideration into it ...