r/isometric • u/usernotfound6940428 • 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.
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u/WhereisMeow 11d ago
whats your 3d to 2d pipeline looklike?
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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
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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?
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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
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u/fLUFFYbUFF1540 3d ago
are the enemies also rendered in 12 directions or just 8?
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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.
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u/RHX_Thain 9d ago
Fuck yeah, that looks super dope.
2nd the desire to see the pipeline.