Just curious and wondering, how would that work out? Imagine something like tLoZ: OoT/MM/WW/TP/SS. I guess it would have to be adjustable so it'd be a bit more like 'em 3rd person shooters, really.
How would SK be with a controllable camera angle?
Back attacks will kill you and minis in front of you could be invisible.
On the bright side, it'll be easier to tell who uses a height modifier.
While this is a sweet idea, it would need some changes to the game to work. If you look at Spiral Spy, you'll get the picture.
If you many of the walls, you'll see that part of them are missing. This is because you can't ever see that side so it saves on polygons.
Then just allow zoom in and out (further) and maybe a very slight rotation, like, 30 degrees.
Like Hex said, a zoom in/out while keeping the same rotational angle. Think of something like the camera angle from Blast Network or Vana's mask stage, and something like the camera in the beginning of D28FSC. Then imagine being able to change your playing angle to anywhere between those extremes.
I meant like, in a gameplay perspective. Ignore graphical errors, pretend they were fixed.
- The range of guns is extremely small compared to how far you'd be able to see, and it'd feel pointless compared to swords which would have approximately the same range (compared to visual range).
- You are not able to aim up or down with guns and that'd feel unintuitive.
- For aiming with guns to work at all, knights would need to attack in the direction the camera is facing, this would feel very limiting compared to the current scheme.
- The speed of bullets would feel wrong.
- The game would look boring because the visual fidelity is not high enough to support close-up cameras.
- The game would feel empty because combat only occurs in a small radius around the character.
- The lack of vertical movement would make the game feel flat.
Basically, every aspect of the game would need to be reworked.
Well, all the graphical tricks relying on the camera pointing north would break, for one thing.