what is the best 3D or pseudo 3D Perspective for an RPG and more important WHY. We are listening... <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
If I were you Marian, I would never feel resistance to learn from Blizzard Entertainments. They had been leading an exquisite quality set of games that are no doubt excellent on graphics.
I had been working as many things in my life but one of my expertises was born out of creating a three-dimensional modelling system for proteins’ molecular bio-morphology. In short, I know what I am talking about in depth. Thus, please listen to the advice of a fiendish graphics expert.
The same bird’s eye of Divinity is a great perspective if you can rotate the ground plane and zoom onto it only during game play pause.
This means that the player does not need the alt key in the same sense of using it in Divinity unless you intentionally want it to be used in a narrow alley or a rocky crack and to reveal hidden items and identify them.
The angle of perspective should be 45 ° of arc as an elevation from horizon. This angle eliminates the feel that we are behind or over the characters. Looking through the eyes of the hero is a consol game option that exists currently on many games and the angle is zero of course or parallel to the horizon. This could be a toggled option for finding a nasty hidden item, but such an option is not really necessary. If an angel was flying with a camera that always point at the hero and the player can change the height of that angel from ground then we still have the problem of the fixed distance between the angel and the hero, which is controlled by the zoom factor.
Therefore, you could do like Blizzard did and combine both or be even more creative and offer a full-blown 3D engine without the yaw and tilt of course.
As an expert, I would recommend a minimal field of view that is at least 4x4 units of the average height of the hero and a maximum of 8x8 or 16x 16 HHU depending on the screen resolution being 800x600 or 1600x1200.
If the Character had a lot of details that demand many pixels, you may have to calculate all from scratch to determine the minimal height in pixels and use it as a unit of measure.
Finally, the camera should be at the corner of that cube you have calculated using the height of your hero.
This means that the radius of your 3D sphere is the square root of 6 HHU in close up zoom.
This is a very rough estimation of course and the details should be worked out on primary tests.
The keyboard’s cursor keys are the best for rotation CW/CCW using the left and right cursors, while the up/down cursors could be used for zoom in/ out. This done, while fixing the view angle at 45 ° of arc, is a fabulous specification of a 3D game.
The shortcomings of this 3D interface is that we lose the pseudo 3D Perspective that allows us to scan a map far from the player in the manner we do with the shift key in <img src="/ubbthreads/images/graemlins/div.gif" alt="" />
Cheers.