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Pix3M — Ref: Game perspectives

Published: 2013-04-19 16:43:48 +0000 UTC; Views: 20250; Favourites: 281; Downloads: 227
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Description There was a need for me to make this list.

This list mostly has perspectives using parallel projection but there are plenty of approaches that tries faking the appearance of having a more natural, less artificial perspective. Zelda perspective is one of the less complicated ones that try to appear less artificial.

Also, check out this guy's tutorials on game perspectives: *Cyangmou
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Comments: 13

KairaHakura [2015-12-26 19:36:56 +0000 UTC]

I like the Zelda one too.

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cyrad [2014-09-09 23:39:05 +0000 UTC]

TTibia(or rather we should say Ultima)'s style has the strengths of isometric and standard RPG perspective. You get three planes represented. The X and Y axises are aligned to a standard grid. Like with isometric, you only need two sets of sprites for different directions. But I agree, it's a really difficult perspective to get used to.

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Miss-Ag [2013-09-15 10:21:11 +0000 UTC]

ive always loved the zelda perspective. it is odd now that youve pointed it out but my preference is that top down view..

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lasttea999 [2013-05-04 17:33:38 +0000 UTC]

Wow, this is really nice!

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VioletLinked [2013-04-19 23:01:09 +0000 UTC]

Mentioned Earthbound.
I think I love you even more, fuzzy pickler.

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UnimportantUsername [2013-04-19 17:21:39 +0000 UTC]

So, would an example of RPG Oblique be something like this? [link] It's a map from Gruntz, a puzzle game.

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Pix3M In reply to UnimportantUsername [2013-04-19 17:51:42 +0000 UTC]

Anyways, Gruntz is clearly top-down with a viewing angle very, very high from the ground. RPG-oblique, if you poke around with Cyangmou's tutorials he'll define it as a viewing angle of 45 degrees from the ground, but neither Y or Z axis are scaled.

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Pix3M In reply to UnimportantUsername [2013-04-19 17:48:39 +0000 UTC]

I actually do not know any RPG-oblique perspectives since I think most artists who would be making significant money off their work would be well-read enough with perspective. Probably the biggest examples are likely from art from some of the more newbie artists. I made RPG-oblique perspective tiles earlier but I quickly stopped and redid my work since my crates looked incredibly ugly.

I would say there are a good variety of perspectives used in Gruntz, but RPG oblique is probably not the best to describe it. There appears to be different perspectives used (even better that I never noticed until I started becoming more conscious of perspective) but it's mostly a Zelda-style top-down perspective. Compared to Zelda's perspective the viewing angle is lower so there's only four visible planes.

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gandpTrixie [2013-04-19 16:50:43 +0000 UTC]

Almost all games I worked on so far used a mix of plain side view and what you call standard RPG-view. I think a popular example might be Donkey Kong Country.

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Pix3M In reply to gandpTrixie [2013-04-19 16:55:28 +0000 UTC]

I should probably add that a RPG-perspective, or 'Axonometric' as Cyangmou calls it can be defined as a perspective that is 45 degrees from the ground. Not sure is there was an intended or set-in-stone angle for Donkey Kong but there's definitely a bit of wiggle room for what that angle should be for side-scrollers.

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gandpTrixie In reply to Pix3M [2013-04-19 17:04:17 +0000 UTC]

I wouldn't try too hard to put them into strict categories (I mean beyond what you already did). Once you throw parallax and similar techniques into the mix it gets a bit vague, anyway.

But thanks for the list, now I have somethign to point at without looking through old games.

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Pix3M In reply to gandpTrixie [2013-04-19 17:05:19 +0000 UTC]

No problem. I made this solely for the purpose of having SOMETHING to point at as well.

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tessiursa [2013-04-19 16:46:35 +0000 UTC]

Tibia's perspective puzzled me wayyy too often. D:

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