#Isometric Grid
21 messages · Page 1 of 1 (latest)
The art is infact made with a specific vision in mind, however will keep this in mind!
(But also is there an ask here? This reads more as a complaint than a suggestion)
Also yea just in terms of art etiquette in general, I don’t know that it is very appropriate to assume an artists intention! It’s different to express that an art style doesn’t suit your tastes, but I think it’s a little bit inappropriate to speak on behalf of an artist you have no context on to say what they made art for, what perspective they were aiming for, etc!
It's not specifcally a complaint, more of an observation.
And as for intention... I'm sorry to say but an artists intent does not intrisically equate to or guarantee a specific use for their work.
The character maker specifically for example, that art is made exactly in the specific style that is used in Isometric games or Side scrollers. The characters are shown face on, and this means they are primarily used for Isometric, low angle or side scroller games.
I am a more of an avid reader however so I'm not an authority or anything, but I did work on many video games and even trained a few artists in my time, so I'm farely confident, that the art style presented, would look best on any low view angle grid, whether that be Isometric, Dimetric or Trimetric grids.
I am partial to Dimetric grids with the specific height and angle of most of the character / NPC / Monster art
And most importantly, the Grid doesn't really need to effect the actual style of the layout of the props or anything like that
The grid is more of a mechanic that is specific to most TTRPG's and doesn't really need to interract with the specific style your artists are going for.
The primary reason I ask for Isometric grids, is due to how dificult it actually is to see most things when you have larger and larger NPC and Monster Icons put down
i am not sure if you read what you wrote but you specifically state "drawn with an Isometric or Low angle viewpoint in mind". "In mind" literally speaks of intent and intent alone.
In terms of viewpoint, the floor tiles in OMM are top down, which is why the grid is top down. However I do understand your point of the character art and environmental assets not being top down. Ultimately that is OMM's style, and it is a visual platform made with that style in mind!
Having an isometric grid style in tandem with OMM's current asset pool would not work on OMM as there is no depth, only up and down!
That being said, uploading isometric maps looks super cute on OMM! Most isometric style maps will have their own measurement tools/legends/scales on them, and i think it would be difficult to implement a cure-all grid for those in mind! Will do some thinksies on how to make that possible
hmm, yes, I did say that, my bad.
thanks! i will say that our original isometric and hex tile prototypes were cancelled, so unsure if we'll ever get back on this! our team iss VERY art-centric, and we would not be doing this without making a bunch of new tiles to match this new grid type, but thank you for the feedback!
On some of the maps I've seen, the grid is an entirely separate thing that doesn't really have a specific overlay with the maps,
For example, your tutorial world is a good example of this, where the ground doesn't have any grooves or indicators that a grid is supposed to go over it
in fact, the grid kinda doesn't match any of it
only loosly close enough
another Minor possible fix for larger icons obscuring tokens, could be to have the Bottom of the token, be flush with the grid lines.