I think this idea is really good of floor, player level, ceiling.
When there is no ceiling I think a picture of sky (in the bowled effect) you see on many 3d games (oblivion has an amazing night sky). Allowing users to choose which one they would like?
Another thing I had to ask is are the characters going to be made with a skeleton or the other way (not sure what it's called).
I'm not 100% sure so feel free to correct me but would it be easier animation wise to use the skeleton? For example instead of making all the characters stand, sit and lay down you could just do it once with the skeleton and then the models you design just copy the skeleton (I’m aware it's slightly more complex but I don't know how else to word it).
Are you going to make certain animations standard for when you release the 3d rpg maker xp?
For example standing, walking, running, sitting, laying, attack, defend and maybe one spell casting pose? All of these are optional.
I noticed you guys lacked in 3D modellers. If I were you I'd go onto youtube and search blender character designs or something. Contact them. Many of them would be willing to work for free. The more the merrier.
I think the fighting shouldn't be done on a side to side battle screen as it would make battling in 3D seem a bit pointless.
I know it would be more complex but either a battle system like the 2D 'battle on map' ABS systems where you see an enemy or they see you they can fight. I know it's a little off the battle system yet but I like to think ahead.
Mega support for what you guys are doing!
Ulqiorra":2mfpyobe said:
Ok. But seriously, having collision detection would be cool. On that subject, how will passablility work?
I was thinking: Layer 1 is below player, Layer 2 is same layer as player, and Layer 3 is above player. Meaning that Layer 1 tiles will only stop the player from falling through the floor is they are impassible, and Layer 3 will do the same, but with jumping. Layer 2 would act as normal.
So:
Events - Special Objects(to be put with Layer 2)
Layer 3 - Ceiling(if player walks below an impassible tile, he can't jump)
Layer 2 - Player; Walls; Objects; Events
Layer 1 - Floor(if player walks on passible tile, he falls to his doom)
Also, on the subject of falling to his doom... could you make that customizable? Like, say, have Common Event 1 handle falling effects?