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General / Re: 2D First Person Dungeon Crawler
« on: November 26, 2012, 12:51:21 pm »Note that you don't need 3D though, many dongeon crawler similar to the one you mentioned successfully used 2.5d, and this can often result in very beautiful environments for a fraction of the work needed for a 3d scene. Shin Megami Tensei or Arcana on SNES comes to mind, but examples are too numerous to know them all.
The idea is to have tiles for each position of walls and floor / ceiling.
The "3D" view is split in floor, ceil and wall ; each is then split for each "depth" layer (1st layer, 2nd layer, maybe 3rd layer... I think most games stop at 5 layers or less).
Now, there are a few more tricks if you want to be able to see through openings in the walls.
This also means moves aren't easy to smooth, the basic approach will be to move a whole cell at a time.
In the end, it's a lot of little tricks, so it's far from easy, but it's definitely possible, and can be quite fun too.
I figured that is probably how you do it, have some sort of max view, which represents how far into the dungeon you can see in a straight line ( say if you were to stand in a long corridor ). From the screenshots of other games I think maybe 3-4 cells then if it's not a wall in the 4rth cell, use a black image to represent to corridor continuing.
But the real problem is positioning the graphics of the ceiling, walls and floors. I'm utterly bad of positioning GUI and stuff without an editor, but I'm guessing experimentation with values is the way to start?