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Thank you for the kind words. Most of my background is in 3D animation, with some pre-DORF experience in creating some of the isometric graphics for the Tiberian Sun mod Twisted Insurrection. The desire to use isometric 2D graphics for DORF is mostly driven by nostalgia, but also simply by the fact that it's just an uncommon style and would better stand out against more conventional true-3D games. It is also partly inspired by the game Brigador, which has an even more unconventional angle to its visuals in that it is fully dynamically lit while also being fully 2D.
We've gone without publicly announced updates for almost a year largely because we've been working on trying to get a lighting system similar to Brigador in place for DORF; this will fix some of the issues we've been having with the game's depth sorting, but more interestingly will of course make the game more visually spectacular, as you will now have light sources like explosion flashes, vehicle headlights, and spotlights, which will dynamically illuminate units and cast shadows, while still retaining the isometric sprite look.
I did have Omegabolt do a track for DORF. It would be nice to get some of the other people like MjN, but a lot of those guys are pretty busy and hard to get a hold of. DORF's OST will likely be made by a variety of artists, either way.
Yeah, I've read your post about your lighting system. Very interesting. I wonder if games like Starcraft (the first one) have been through this type of process (it seems to have 3D pre-models for sprites, like air fans spinning on buildings, stuffs like that).
I didn't know about Brigador. Interesting game.
You talked about using 2D models, but not about the choice to zoom them so much that we appear to be in a pseudo 1:1 ratio. THAT is to me what is very unique. Like the ore collectors for example : they seems to be inspired by C&Conquer ones, but being so zoomed, we're like seing all the mechanics moving, like if we were facing a combine harvester.
Is there any explanation for that "zoomed" type of view, or is it just random choice ? To me, it's really the best asset of your game. We're like "in it".
I'm almost positive that the original Starcraft used 3D models baked into 2D sprites. Similarly, I think most 2D isometric games in the ladder half of the 90s and the early 2000s (including non-strategy games like the Black Isle RPGs) used this technique, and hand-drawn sprites in isometric games were more of a thing in the early 90s ones, like Dune 2, the original Warcraft, etc. Even the original C&C and Red Alert, which did use some hand-drawn art for things like infantry and map decorations, still used CG models baked into 2D sprites for their vehicles and buildings, which is just a more efficient way of creating 32 different directional facings for each vehicle (this would be absolutely tedious to hand-draw).
As for the zoomed in perspective, That's more a result of the original OpenRA engine being designed around the tiny C&C/RA1 sprites. Since DORF's sprites are much, much larger, there is simply more detail.
You know on the topic of DORF using much larger assets than your standard late 90's/early2000 RTS, does this also mean that zooming the game further out to compensate for that will be a feature as well so players can still have a more strategic view of the map?
We will at least release a modding guide at some point after development, which will include the process for how certain assets such as units, terrain tiles, etc, are created.