AuthorTopic: Perspective and Character question  (Read 4799 times)

Offline Grundy

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Perspective and Character question

on: July 04, 2012, 05:11:27 pm
Hi,

I need some of your views on this.
What name would you give the the "perspective" shown below.
And in what view would you portray characters in this?
Also, if an emeny would lie dead on the ground in this level. How would that look?
I would be very happy to see examples of this.
Thanks!

« Last Edit: July 10, 2012, 12:34:51 am by Grundy »

Offline Grundy

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Re: Perspective and Character question

Reply #1 on: July 04, 2012, 05:23:03 pm
Also, if an emeny would lie dead on the ground in this level. How would that look?

Offline Ashbad

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Re: Perspective and Character question

Reply #2 on: July 04, 2012, 05:37:42 pm
Well, it seems your perspective is off from looking "real".  It seems you're going for the classic room with doors on the sides, that vanish towards a single "vanishing point".  Thing is, the room doesn't vanish correctly.  For example, here's a simple grid to show how perpendicular walls would vanish in an ideal single-vanishing point scenario:



As you see, to match this, your mockup would have to look more like this:



Just a quick 2 minute sketch/guesstimation.  Angles/proportions obviously aren't correct, but it shows what's more correct to what you want, with a better sense of perspective.  You'll notice that the doors look different sizes yet have similar angles, just smaller lines.

(EDIT: Also, are you aware that if you need to say something more but already made a post, you can modify your last one instead of making a new one?  'Tis the button in the top right of the post.)

EDIT2: I guess I didn't answer your original question.  I'm not sure what it's called, if it's called anything, but one thing for sure is that it doesn't feel of a 3-dimensional space, and hence doesn't provide true "perspective".  Unless that was actually what you were going for?
« Last Edit: July 04, 2012, 05:42:20 pm by Ashbad »

Offline Grundy

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Re: Perspective and Character question

Reply #3 on: July 04, 2012, 05:42:13 pm
Thanks!
Suppose that by some restriction the "perspective" cannot change.
This is what we have to deal with, Then how would we best fit in characters?

Offline Ashbad

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Re: Perspective and Character question

Reply #4 on: July 04, 2012, 05:50:29 pm
Thanks!
Suppose that by some restriction the "perspective" cannot change.
This is what we have to deal with, Then how would we best fit in characters?

Well, if it absolutely has to stay how it is, I'm honestly not sure; best possible guess is zelda-topdown style?  There's no need to scale sprites at all based on distance since there already is no correct form of depth, but considering the angle of view you seem to have...



Zelda topdown doesn't seem too shabby for the job.

On a side note, what's keeping you within this restriction?

Offline Grundy

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Re: Perspective and Character question

Reply #5 on: July 04, 2012, 06:08:54 pm
Thanks again.
We need to be able to show all five doors on the side but we also cannot scale characters dynamically. (we could but then the hit detection is scrambled). On top of that: the game is about choosing who to shoot and overlapping characters (what you get when you have depth) interfere with that element of choice.

Offline Adam

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Re: Perspective and Character question

Reply #6 on: July 06, 2012, 09:35:16 am
This kind of view implements a mix of parallel and perspective projections resulting in a vanishing line instead of a vanishing point. Looks rather uncomforatble especially if you would like to implement this perspective to the characters or objects (you also have to rescale the sprite):



I would recommend using sideview character sprites and smaller objects (or slightly iso-ish like Ashbad-s example), oblique projection for mid-size objects (like a table) and this funny projection for the really large things.
Nice. Now do the whole thing with the EGA palette!

Offline numlock

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Re: Perspective and Character question

Reply #7 on: July 06, 2012, 12:08:38 pm
what genre is this game going to be?

Offline rikfuzz

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Re: Perspective and Character question

Reply #8 on: July 06, 2012, 12:15:33 pm
The closer the lines converge the weirder it feels, if you can make it more wide-screen it'll be a bit more comfortable I reckon.  So maybe two doors on the back wall?  I presume this is a shooting gallery type game? 

Offline Grundy

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Re: Perspective and Character question

Reply #9 on: July 06, 2012, 02:17:46 pm
Rikfuz. that might be something i should consider!

It is indeed a shooting gallery type game.
The "perspective" is indeed strange. I kinda look at it as a mirrored isometric view.
We took it from Turtles in Time.



I think it is less jarring because the lines don't converge as much with that game. The platform is shorter.

It works for us because we have to keep all the doors visible and keep every single enemy visible at all times.
We could choose for a doom/wolfenstein like perspective but then we would have enemies standing before other enemies, which deletes the element of choose.
« Last Edit: July 06, 2012, 02:27:07 pm by Grundy »