Ratio Review. I took a couple of days to update the map editor to allow for arbitrary tile aspect ratios. It's made it a lot easier to experiment than using a graphics editor. Although I'll miss the look of the 2:1 (classic "isometric") ratio, 4:1 appears to be the best route. Here are some crude rooms. First--
This is a typical kind of room from
Towers of Vallas. The 2:1 ratio would be a better fit for it, but 4:1 works. There is a good sized stage for melee combat. A technical concern is the size of the rectangles that would be produced by dividing the floor into rectangle partitions. I had a lot of issues with the renderer in TOV because of this--numerical precision problems that resulted in clipping errors. Fortunately, I think the larger resolution will help balance out the effect of the thinner rectangles.
The editor uses a different renderer than the main game's, so I won't see what's going on until I update the game's renderer.
Next:
This is closer to the kinds of structures I always imagined for
Vallas. With the 2:1 ratio, overlapping floors creates a significant blind spot where the player can't see Marika. Early in the production of
Towers, I wrote up a style guide that had a few rules for level design. The top rule was "no blind spots", although I made a few exceptions... such as for passages that lead to secret rooms.
Very early on I mentioned
Prince of Persia as one of the inspirations for the
Vallas games. I wanted the player to be able to scale floors, leap over chasms, and fall into unexplored depths.
Oddly enough, I always found
Prince of Persia to be a bit dull after level 3 or so. It gets repetitive, and I'm not a big fan of timed mazes. I always thought something like an ARPG, with a deeper story, and a 3D world would add needed variety to the concept.
Here's a third structure:
This room would not be possible in
Towers of Vallas or
Temple of Idosra. Without lighting, the floors would "bleed" into each other, creating an Escher-like illusion. Lighting can help break the illusion, but there would still be significant blind spots. Not only could Marika be hidden by the floor above her, the wall in the back would also be hidden.
I think it's actually worse if the player can't see all of the room's geometry than the player character itself. Although I did use room geometry quirks to hide doors to secret rooms in
Towers, secret rooms are a bonus. I think that's a different matter than hiding required information about the room.
I'm changing strategies for tiling, so that I can apply textures. This will make life a lot easier, since I won't have to take the time to adjust pixel offsets to line up images. I can still use hxPixels and apply a simple shear transformation.
With that upgrade in place, it would be more feasible to allow for multiple ratio options in one game. I couldn't apply textures to the actor sprites, though... so having multiple ratio options (in game) would still be a significant undertaking. Multiple ratios would be most useful in the map editor, so it might be worthwhile there.