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Edited August 22, 2022
at 10:38 AM
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https://www.gog.com/en/game/stasis
STASIS The isometric, point-and-click, sci-fi horror adventure game! In the distant future aboard a seemingly abandoned spacecraft, John Maracheck awakes from stasis. He must push himself to new physical and emotional limits and unravel the mysteries around him.
Mostly positive reviews on
Steam [steampowered.com].
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The other part is that there is no perspective scaling (things getting smaller as they get further, viewpoint rotating as it moves to the side). So none of the artistic stuff like vanishing points which make paintings and 3D graphics look more realistic. The cube can be anywhere on the screen and it'll be the same size and look the same.
It originated with drafting, architecture, and engineering drawings, where you might need to pull off measurements by actually measuring the drawing. So preserving the dimensions was more important than making it look realistic. In RL terms, it's like a camera positioned infinitely far away, but with an infinite telephoto. And located at a viewpoint where the cube corner thing holds true.
It was a good for early games because it looked 3D, but because the size and angle of stuff didn't change as it moved around there were no 3D calculations involved. You could just draw moving objects on the screen as sprites (pre-rendered pictures). And the whole thing ends up looking 3D-ish. The sprites themselves are 2D objects, not 3D objects. But the effect can be enhanced by drawing them and the static backgrounds as if they were 3D.
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Seriously, in this context I have no idea.
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The best comment on SD!!!
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The other part is that there is no perspective scaling (things getting smaller as they get further, viewpoint rotating as it moves to the side). So none of the artistic stuff like vanishing points which make paintings and 3D graphics look more realistic. The cube can be anywhere on the screen and it'll be the same size and look the same.
It originated with drafting, architecture, and engineering drawings, where you might need to pull off measurements by actually measuring the drawing. So preserving the dimensions was more important than making it look realistic. In RL terms, it's like a camera positioned infinitely far away, but with an infinite telephoto. And located at a viewpoint where the cube corner thing holds true.
It was a good for early games because it looked 3D, but because the size and angle of stuff didn't change as it moved around there were no 3D calculations involved. You could just draw moving objects on the screen as sprites (pre-rendered pictures). And the whole thing ends up looking 3D-ish. The sprites themselves are 2D objects, not 3D objects. But the effect can be enhanced by drawing them and the static backgrounds as if they were 3D.
Resident evil 1 suffered from it, but that may be because the devs didn't plan enough on the restriction.
Free is free tho, I'll check it out.