I may need the help of some geometry buffs for this one. I want to make a 3D map on a 2D surface for a tactical space combat game. It's basically going to be a big isometric cube made out of smaller cubes. I'm actually not sure if isometric is even the correct term to use here because it will need to be rotated to a viewing angle that allows all of the edges of all of the cubes (the movement paths) to be visible at once. Is this possible? I'm hoping that by using a fairly large board (up to 36" x 36") and different line thicknesses (or even colors) for different z- axis values, there is a board possible that has a decent amount of flight paths (at least 5x5x5?), without being too confusing to look at. Any suggestions?
The best illustration I could find on google so far is: http://mi9.com/wallpaper/3d-glass-cubes-wallpaper_668/
Thank you!
- Dan
That would certainly be simpler to implement, but every time I picture doing that, I always get the feeling that placing the blocks will become a really tedious process and that that will discourage players from using the z-axis to its fullest extent. Ultimately, I would like to use some kind of 3D system to attempt to design a game based on the 'battle room' from Ender's game. I'll see if I can come up with some rough sketches and post them for feedback. It may just be pipe-dream of a game, but there's gotta be a way to do fully 3D combat in a board game.