A note about the game's perspective:
As I said before, it's an osimetric-view (A view slanted at an angle so as to give the illusion of depth with a 2D graphics system) game, but with some tweaks for the formula. First off, you won't see that wierd "floating in blank space" look at the corners you get with other osimetric graphics engines, because of the "invisible walls". In outside areas, if you go to where the map is about to end, there is an invisible wall that stops you from going, but allows you to see the rest of the ground texture right before it ends off-screen. In indoor areas, the blank space is filled in with a "cieling". For instance, in the castle level I'm working on, instead of the blank space, you see a special gray brick texture.
Also, I'm working on an awesome new engine for it that's kind of like Viewtiful Joe's, but reversed. Instead of 2D characters in 3D backdrops, it's 3D characters in semi-2D backdrops. This allows me to add such things impossible with a 2D engine, such as ragdoll physics (ooh!) area damage (ahh!) and other neat things such as texture changing, where you can put bulletholes in walls and splatter blood everywhere. Plus, I'll be catering for squeamish people: you can turn the blood on or off!
I'll be back again to tell you all about the weapons as soon as I have names and ideas for them.
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"We get signal. Somebody set up us the bomb!" "What you say!" "All your base are belong to us!"
-Last Alert (PS1)
Edited by - Glorb on 8/5/2005 9:03:12 AM