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Flash Multiplayer Virtual Worlds

You're reading from  Flash Multiplayer Virtual Worlds

Product type Book
Published in Aug 2010
Publisher Packt
ISBN-13 9781849690362
Pages 412 pages
Edition 1st Edition
Languages

Table of Contents (18) Chapters

Flash Multiplayer Virtual Worlds
Credits
About the Author
About the Reviewers
1. Preface
1. Developing Flash Virtual World 2. Installing the Servers 3. Getting Familiar with SmartFoxServer 4. Creating Map and Ground in Isometric View 5. Creating Avatars 6. Walking Around the World 7. Creating Buildings and Environments in the Virtual World 8. Creating an Inventory System 9. Communicating with Other Players 10. Interacting with NPC 11. Designing Quests 12. Social Community 13. Deploying and Maintaining Flash Virtual World

Comparing different game views


There are different game views in presenting a Flash virtual world. Top-down, side-scrolling, 3D, and isometric view are four common views. It is important to decide which game view is being used for the whole virtual world because they require totally different graphic drawing techniques implementation. We will compare the advantages and disadvantages for each game view.

Top-down perspective

This is a game view where the camera hangs in the sky looking downwards to the player. The camera can be perpendicular to the ground or it can view the ground from some angles.

As the angle and rotation of the camera is fixed in top-down perspective, all static objects in the world need to be drawn only once.

One disadvantage of the top-down perspective is that the graphic detail cannot be viewed if it is not facing the player.

The following screenshot from Pokemon in Game Boy uses top-down perspective. We can only see the front wall of the house that faces the player and...

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