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MW Devlog #2: The 3/4 RPG Perspective

I've searched the net for tutorials on how 2D RPG backgrounds and sprites

from the pixel era were created, results: NIL.

-I went to the pixelation forum and asked around and found help.

-I learned that RPGs use 3/4 perspective.

At the bottom of this post in the reference section are links that direct to information that takes a more in-depth look at RPG perspectives.

PERSPECTIVE & PROJECTION

Action- adventure and classic RPG games like Final Fantasy VI and Legend of Zelda : Link to the past ...

...both have a 3/4 perspective, sometimes called RPG perspective/view.

RPG perspective is a type of Orthographic projection.

Firstly, Orthographic projection is a means of representing a 3D object in a 2D space.

Now, for the classic RPG, the top and front planes of an object are shown at the same time without perspective.

This creates the illusion that the Y and Z axis are one (Z represents depth and Y represents height)

Also objects are always the same size regardless of their distance from one another due to the lack of perspective as shown below

The pokeballs, no matter how far away from each other, are the same size. This is true for every object within a game that utilizes RPG(3/4) perspective.

The top and front of the object are seen at all times and the objects X axis (other horizontal lines included) maintains a perpendicular(90 degree angle) relationship with the Y axis.

The sides and bottom are never seen with this type of projection(though many games beak this rule)

An object with orthographic projection does not get any smaller as it moves closer to the horizon line because it is not attached to one(nor does one exist) and it maintains it's 90 degree angles. (The lines are always parallel as well)

I am using a cube as an example but orthographic projections are in no way unique to this specific shape.

For example you can see the top and front of...

Sprites

Trees, beds, chairs, tables etc.

To guarantee the proper proportions for a object with RPG Perspective use the below as a reference.

So what this means is:

If the width of the object is 16 pixels then the height of the front plane is 3/4 of 16 which equates to 12. The top plane parallel to the Y axis is also 3/4 which equates to 12.

Another example is if the width of the front plane is 32 then....

3/4 of 32

32 divided by 4= 8

8 times 3= 24

32 front (1)

24 front(3/4)

24 top(3/4)

This will work, though take note that many RPGs today are Top down oblique projections and don't completely follow this rule.

Check the final fantasy 6 building up above for an example.

All these are important rules to know but many games(including some of the ones in the examples) don't completely follow them.

It is important to know the rules before you break them.

REFERENCES

significant-bits.com: A Layman’s Guide To Projection in Videogames

Cornell University: Perspective in 2D Games


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