Has anyone tried to make an adventure game in Helicopter perspective?

Started by Haddas, Mon 20/10/2003 14:57:11

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Haddas

I know I have, but I never had the patience to finish it. It looked lousy anyway. Has anyone here tried to do so. Is it even a good idea?

m0ds

Helicopter perspective?

Are we talking birds eye view?

Are we therefore talking RPG's? :p

m0ds

Haddas

Not necessarily...
The puzzles would be the normal standard everyday adventuregame puzzles. Just from his/her grandmothers point of view

Andail


Haddas

'Doh! :D

That's not how I meant, you son of a silly person!
I meant that his grandmother is watching him from heaven.
Well....... except if he had an evil grandmother. then she would be in hell.. And she would also have to be dead... And etc. etc. etc.

foz

A game a long time ago called DREAMWEB......used a topdown perspective

Not a bad game...

It should be easier to make.



Hueij

Helicopter perspective? You mean like that Lord Of The Rings rpg/adventure game from Interplay?

DoorKnobHandle

I remember a german game, called "KULT".

It's been really great!

Maybe it's downloadable anywhere in the net - for all germans.

foz


InCreator

Hum, not a bad idea. DreamWeb was best one, but I also remember something called Berlin 194x (x marks teh number I dont remember) and maybe even Mission Impossible (NES). Yeah, that point of view could be interesting. Btw, There's "evil grandma" look, too. Anyone remember the bathroom in Gym in Leisure Suit Larry 3?

Hollister Man

I LOVED that LOTR game from Interplay.  I have both CD versions to this day.  I intended to finish them bosth at least one more time, but with work its hard.  Maybe I'll get the chance sometime.
That's like looking through a microscope at a bacterial culture and seeing a THOUSAND DANCING HAMSTERS!

Your whole planet is gonna blow up!  Your whole DAMN planet...

GarageGothic

Another good thing with birds eye view is that you only have to draw the walking anim once and then rotate it (too bad AGS can't do this on run-time).

Dreamweb ROCKED! I loved that game. Especially the inventory system and the total interactivity of the world (I remember reading that guys e-mail while he was on the can, and stealing his guitar plectors ;)). But damn that creep who swiped my shoes! (if that made no sense, play the game!)

Haddas

I've played kult. It's availible in english too.
- Hummm-Hummm-Hummm
- Hummmburger?
- Hummm-Hummm-with extra cheese-Hummm

I get OOPS! THERE'S BEEN AN ERROR! when i go to download Dreamweb!

Renal Shutdown

"Don't get defensive, since you have nothing with which to defend yourself." - DaveGilbert

Scummbuddy

Is Indy Desktop Adventures and Yoda's game considered Helicopter perspective? :P
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Domino

The original Sim City used the same (helicopter) perspective.

Man, that game was great for its time, but not so much anymore after all the other Sim City's.

Meowster

Now is a good time to mention that one scene in the Morgue in Pukeburg... plugburg... Pleurghburg.... It reminded me of Dreamweb, which was a fantastic game alright. It had a really great atmosphere. For some reason I always think of the view from above as connected with darker atmospheres. Hmmm.

It would certainly be a great idea... plus, you'd only need to animate one walking cycle! Ha!

|Alky|

Indiana Jones and the Last Crusade used top down, or isometric or something between the two for the creepy castle and catacombs. These were the longest and most non-linear parts of the game, and also not in the movie. However, they only used top-down for movement.

FOA also had a top down section in Monte Carlo, and in Morocco. But I don't know many full-length top down adventures...
Alex 'Alkaline' Cline

We're going back to the tick tock to get the boo-boo. Send for backup. - Baby's Day Out

remixor

I think one of the problems with making a top-down perspective adventure game is that you don't really see the character.  A good adventure game should make the player somehow connect with or relate to the character.   This is done by many means, but one of them is to have the player seeing the whole character in a 3rd-person game (or "being" the character in a 1st-person game).  The idea of looking down at a head for the whole game just doesn't seem very appealing to me, and it would be much harder to instill a sense of personality into the character.

Scenes like the morgue in Pleurghburg work because we're already familiar with the character, Jake in that case.  And I agree with whoever said it that it provided a lot of atmosphere.  It's sort of like those scenes in sci-fi movies where it cuts to a top-down view and you as the viewer can see the stalker or alien or whatever sneaking up behind the character before the character himself can see it.  In Pleurghburg that didn't happen, but that sense of tension was definitely there.
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