Silverlight Game Design: (a) The theory and analysis of oblique angle in the game

Source: Internet
Author: User
Tags set set silverlight

"Diablo 3" will be set in a 45-degree oblique angle. This seemingly insignificant piece of news a few months ago has kept me in memory, constantly trying to understand why the dark team of the master to abandon the current mainstream of the 3D route and return to 2d,b big word miju: To achieve the flow like a flowing RPG combat experience , only use oblique angle of view 2D manifestation, as for one of the story, leave everyone to think for themselves.

Undeniable, is oblique angle of view will 2d game's expressive force to the extreme. In the traditional sense, the oblique angle refers to the oblique overlooking. Overlooking, the most easily aerial view of the overall, players can be in the limited area of the screen to observe the surrounding wider environment, but also oblique, from the visual to give the player a certain sense of three-dimensional, compared to the right angle of the game, oblique perspective with a more powerful picture present, 2.5D and so the argument is born and bred.

In other words, what is 2.5D? 2D, 3D, 2.5D game definitions and differences and how to differentiate 2D, 2.5D, and 3D the two articles clearly explain the differences and connections between the 3. I have a variety of reading materials, coupled with their own arise game experience, it is not difficult to understand the key point lies in the game is the combination of the 2D wizard +3d scene or 3D wizard +2d scene combination, and so on, complexity and three-dimensional sense than 2D but not pure 3D. In the evolution of the game from 2D to 3D, developers are suddenly aware that the 2.5D approach described above is performing better in terms of operability and visual experience, such as legends and Diablo, so that 2.5D is not an excess between 2D and 3D, but One of the most outstanding forms of the game. As for the 2.5D is not a professional term in game development, game manufacturers, media and players in order to facilitate the general designation of this kind of game for 2.5D. Maybe you should ask, what about the 2.8D? 2.8D is the game of the brain platinum, fooled your IQ, in today's game manufacturers preach "all for the benefit of the players!" "Time, they really did" everything is possible. "

To be further, in the C # development Wpf/silverlight animation and game series tutorials, I explained in detail the square cell based on the 2D-MMORPG stand-alone engine, the game in the coordinate system is right angle, and the map uses the slope, I by the game in the size of the cell set Set to a relatively small 10 pixel, so that the 8-direction of the wizard on the map to move the basic can remain smooth and natural. Of course, the flaws are also obvious: when the Elves are walking along the obstacles, there is a noticeable feeling of jumping and jumping; In addition, because the size of the cell is too small, the size of the two-dimensional matrix of the map becomes larger, and the calculation load of the road is aggravated directly, which threatens the performance of the whole game.

Such a result is all developers do not want to see, is it dark blue to deceive the feelings of the masses? You may wish to look at the following figure and then conclude:

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