ORIGINAL: berto72
Hi all.
I think isometric is not the best view for those reasons:
1) give a front/rear sensation of field of view, and If cant rotate induct a preferencial forward direction of moving, along the deeper line of perception of space, and making
and idea of “blind back”.
In few words (and simply ) not all axis have the same deep field of view.
2) and worst, any object, specially tallest or huge building will hide troops.
Imagine urban maps with line of homes of 2/4 floors were will be hard just see streets.
A mix of blue or red outilines of units beyond a those object is a nice arcade idea, good for Age of Empire, not sure the best for a tacsim as cc.
To understand elevation on a new map, i use LOS line. After 2/3 game, I feel “at home”.
A more tone of contrast of shadow between side of an hill could help, maybe, but this is mapmaker work.
Just my thinks, Berto72
I understand what you are saying but these problems have already been ironed out in other games.
1. Deep field of view , front rear and straight direction being skewed. And I think you implied facing problems of sprites such as for tank armour calculations etc. The solution is for each sprite to have 8 (oct) graphic representations for 8 different facings. A straight line of pathing on the map would have to be represented by an 8 sided 2D grid. So Hex (6) sided grids would not work such as in 2D games, or 4 sided tiles as used in 3D games, but for isometric an 8 sided grid solves this problem.
Elevation you mentioned. Think back to how multiple elevations were represented in something like Xcom long ago. Its all in the coding. A higher grid hex would have los over lower elevation coded grids, graphically make it look the part ie hill, mountain etc.
2. Losing or hiding a sprite behind a fixed object you mentioned. This has been solved long ago. When a sprite moves behind a bulding or bush it is traced in neon and shows thru. Objects must be placed far enough apart so they can be seen individually.
Close Combat series has great gameplay, but I feel I have to chose between either great gameplay or something visually enticing with crappy gameplay. Why not both visually enticing and great gameplay [:)].