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cRPG Verticality


cRPG Verticality


cRPG verticality is a mechanic of cRPG Design based on perspective. By verticality in cRPGs, I mean gameplay or mechanical verticality rather than just visual verticality or the mere representation of height and depth for aesthetic purposes.

Height-mapped Terrain (2D)


The basic form of verticality is found in height-mapped terrains facilitating terrain advantage and avenue of approach considerations, such as can be found on the Infinity Engine:


What happens is, the artist models a 3D landscape then renders it out as a 2D image. Then, polygons are placed on the tiled, prerendered image via coordinates and overlaid by the engine (invisibly) as a walkmesh whose purpose is to allocate which part of the image can and cannot be navigated by combat units (i.e., walk only on the rendered pathways, not the cliff-faces).

Tileset Verticality (3D)


Through cliffs, ramps and staircases, tilesets in Neverwinter Nights can represent verticality as well. Unfortunately, most NWN builders don't employ mechanical verticality; there are barely any examples of archers placed in elevated positions, firing downwards on approaching enemies.
 

Terrain Sculpting (3D)


Neverwinter Nights 2 terrain sculpting allows for more advanced, multi-tiered terrain. Here is a basic example of orc archers firing down upon the party from an elevated position. Parties without ranged attacks need to tank the hail of arrows as they make their way around the terrain and up to the orc's position.


z-levels


Proper cRPG verticality consists in switchable z-levels. Being a proper tactical cRPG, X-COM features genuine verticality. In fact, four z-levels. By way of the UI, levels of the landscape can be isolated for full viewing (peeled off and stacked back on), fog of war-permitting. Coupled with seamless transition into and out of structures, this is impressive.



In addition, some X-COM combat units have or can gain flight-capability.

X-COM: Apocalypse features several z-levels. It features flight-capability and anti-grav lifts as well. There are not many games that impress me as much as Apocalypse does.


Being 3D, Silent Storm's engine can handle dozens of levels of verticality though nine is the max for the commercial campaign. Due to the unequaled flexibility of its cam, we can get some sweet angles going for our gunfights.


Jagged Alliance 2 features two levels of verticality: ground and rooftop. These are switchable with the Tab-key. However, it has more sophisticated control and cover mechanics as well as larger and more detailed environments than the two older X-COM games.

We can stand adjacent to a wall, jump up and grab onto a ledge, and then pull ourselves up to the roof (fully animated in 2D). When hit, combat units can also topple from rooftops (they are even animated losing their balance).

Rooftop sniping: representing a height advantage, there is a to-hit bonus of 15% when expert snipers fire down from rooftop vantage points (Reaper).


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