Idea for a battlesystem: Isometric Zelda
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Omni

No actual code or game or anything (well, not technically). Just wondering one thing:

Could it work? Or is the idea inherently flawed? (since I know a lot of friends who truly dislike isometric movement/action games)

Posted on 2005-06-29 19:00:13

Overkill

If the controls were executed in a way similar to Super Mario RPG, in that each direction wasn't rotated 45 degrees (up went up, down went down). It would be a little odd though. If it's isometric though, you'd want to avoid making the player having to traverse behind tall isometric walls, or at least fade away the wall to make the player see where they're going. It wouldn't be as fun as true two-dimensional Zelda, for sure. Puzzle solving, one of the highlights of Zelda, would just feel awkward for some reason, especially block puzzles or blow-up-the-cracked-walls. I don't know. I just don't think isometric perspective works very well in real time, because it's neither of the two pleasing mediums gamers like. It has to combine 2D controls with 3D controls, and that's just a little strange. The camera would be fixed, since it's pseudo-3D, and if it wasn't static (as in it was 3D-based isometrics), might as well just make a better looking, 3D game because they're a lot more appealing.

Posted on 2005-06-29 21:18:01

mcgrue

I would approve of an iso zelda.

Posted on 2005-06-29 21:23:33

Omni

Good to hear.

Well, Overkill, I thought of the control problems, and my thing was, I actually thought Isometric would be a _better_ environment for puzzles, since you can actually see and explore a whole 3D multi-level dungeon in isometric, rather than if we were in some overhead perspective.

The controls would surely have to be some sort of intuitive thing. IE, pressing up makes you walk up, not diagonal.

I wasn't sure whether some sort of 'targeting' would help. For projectiles, sure, but I'm not sure what help you can give to hacking and slashing, which would require manual positioning...

Posted on 2005-06-29 21:27:43

Overkill

Hmm, maybe it could work. You'd just want to experiment a bit with various controls and designs. I guess, attacking would be fine, if you went exactly in the direction you hit on the keyboard. Just hope enemies never attack from a diagonal, that would be a horrible pain. And also, make it so the player won't see the map's edges. Maybe even implement an isometric version of the effect that occurs when Link moves to the next 'screen' of a map.

Posted on 2005-06-29 21:47:36

Gayo

If it's zelda-ish, it'll be good. I definitely prefer non-iso, though, since I'm a fumblefingers and weird controls just screw me up even more.

Posted on 2005-06-30 00:38:50

rpgking

Landstalker sort of had an engine like this. That was one tough game with all the platform jumps.

As for making sure players don't traverse behind large isometric walls, newer isometric CRPGs make use of a cool technique to get around this. The wall fades into transparency if the player is standing behind it. This could possibly be done using alpha blending...

Posted on 2005-06-30 01:18:47 (last edited on 2005-06-30 01:22:03)

Omni

EXACTLY what I was trying to think just half an hour ago. Pure genius :)

I think I'll check that Landstalker game, just for curiosity's sake...

Posted on 2005-06-30 11:37:22


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