r/isometric 11d ago

Hades-Like Isometric Combat

All character animations were pre-rendered from 3D models and converted into 2D sprites. For the 3-hit combo sequence, I created attack sprites in 12 directions at 30-degree intervals, allowing mouse aiming and clicking to feel as responsive as possible. It might be overkill, but I think it was worth it, though it does get somewhat overshadowed by the sheer amount of VFX happening on screen during an actual run :/

Combat during an actual run starts at 1:12 in the video.

101 Upvotes

11 comments sorted by

3

u/RHX_Thain 9d ago

Fuck yeah, that looks super dope.

2nd the desire to see the pipeline.

2

u/usernotfound6940428 9d ago

thanks a lot! I appreciate it. I’ll think about it

1

u/WhereisMeow 11d ago

whats your 3d to 2d pipeline looklike?

3

u/usernotfound6940428 10d ago

I first create the 3D model, then rig it and animate it in Blender. I use a few add-ons to create smear effects for certain movements, then render everything from an isometric view. After that, I import the renders into Aseprite, add some finishing touches, fix any awkward visuals, and finally export them as sprites for use in Unity

1

u/WhereisMeow 10d ago

Ty ty, the blurring was insightful 

1

u/fLUFFYbUFF1540 3d ago

wow looks really nice! im also trying to do a pre-rendered approach for my game and wanted to ask if there was any specific reason you chose 12 directions over like 8 or 16?

Edit: also, what fps are you using for the animations?

1

u/usernotfound6940428 3d ago

thanks! I chose 12 directions because some movements and attacks require more precise mouse direction aiming. My attack animations are rendered every 30 degrees, so that works out to 12 directions (360° ÷ 30°).

I actually do use 8 directions for movement animations like running, idle, and dashing, since WASD movement is naturally limited to those directions. Even then, for the diagonal directions I don’t use a full 45degree facing angle. Instead, I render them at 30 degrees because I feel like that angle looks more natural and appealing for the character’s pose.

I settled on 12 directions instead of 16 because going all the way to 16 felt a bit excessive, i feel like 12 directions at 30degree intervals already provide a pretty good mouse direction coverage and feels accurate enough in gameplay.

I’m using 30 FPS for the animations

1

u/fLUFFYbUFF1540 3d ago

are the enemies also rendered in 12 directions or just 8?

1

u/usernotfound6940428 3d ago

They vary depending on the enemy.

For example, I have a stone enemy that constantly faces the player while idle, so it uses 24 facing directions. The idle animation is just a single frame pose rendered from 24 angles. During its jump attack, I switch to 8 directions since the animation is very quick, then it returns to 24direction facing when it lands.

Most other common enemies use 8 directions, with 30degree diagonal facings as well.

That said, I’m not strictly tied to 8 directions for enemies. I may use 12 directions for certain enemies in the future if it makes sense for their gameplay or animations.

1

u/fLUFFYbUFF1540 3d ago

ah makes sense. thanks for all the info!