There is an elephant in the room and I am going to talk about it. Armageddon Empires is a 2D game. There isn’t a single polygon with a texture stretched over it in the entire game. Although they look 3D, even the dice you roll were modeled by a 3D artist and then converted into a series of bitmaps. I’m not going to take a position on either side of the great debate over which is better. You can read a pretty good thread at QT3 about that here: www.quartertothree.com/game-talk/showthread.php?t=25653 . My personal opinion is pretty much summed up by the lyrics from The Byrds’ song Turn! Turn! Turn!: “To everything there is a season….”
The 2D vs. 3D debate rages in multiple dimensions so to speak. From a technical perspective however, 3D is the future. Even if the game is presented in 2D the engine will most likely be rendering texture “images” on polygons (triangles or rectangles) with the view locked top down. Directdraw, which before the last ice age programmers used to do 2D types of stuff (bliting etc.) is basically an appendix hidden inside the newest versions of DirectX.
Armageddon Empires basically boils down to this: Add some 2D cards with beautiful artwork to your deck. You can drag and drop them and click on them for more info. Play them to a flat playing board and arrange them into groups called armies depicted by counters on a hex board. You can right click on the cards to get a context sensitive menu to perform certain actions….build a resource collector, create a technology card, assassinate an enemy hero in the same hex or attack an enemy card…you get the idea. You can click on the counters on the board to view your cards or right click on them to issue orders like move, go to stealth mode, perform an air assault (para-drop) or hunt an enemy hero in the same hex. All of this is displayed in stunning 2D. So technically Armageddon Empires is pretty primitive but as Han Solo once quipped:
…..she’ll make point five past lightspeed. She may not look like much, but she’s got it where it counts, kid. I’ve made a lot of special modifications myself.
The next dimension of the 2D vs. 3D debate is basically over visual presentation and viewing perspective. The differences can be best illustrated by looking at the Baldurs Gate Infinity engine games which sported some hand painted background masterpieces (using Direct Draw to blit the background to the screen) and Neverwinter Nights which used an OpenGL engine to create its environments www.bioware.com . The crisp detail in the backgrounds and even on the sprites vs. the more fuzzy 3D terrain meshes and character models is noticeable…it’s a completely different aesthetic. However as each generation of 3D card has gotten more powerful the “crispness” difference has gotten smaller and smaller. More polygons and better texture processing has meant much cleaner graphics. Animation also has significant advantages when done with a 3D engine. Shared assets, easy scaling and ease of modification make 3D the way to go now. So if you want to go beyond the laying down of a large texture that looks like a beautiful old world map ala Dominions 2 www.shrapnelgames.com/Illwinter/d2/1.htm and allow the user to move over a topography with 3D models of units then you can do that and it looks pretty nifty ala Rome Total War www.totalwar.com/community/rome.htm .
To everything there is a season, and by making a virtue out of necessity I chose the flat map approach for the strategic layer of Armageddon Empires. Beyond the retro visual appeal of the flat map, I think there is a benefit to the conceptual properties of choosing such an approach. In a Zen like way the abstraction of the playing space focuses the players’ attention on the strategic interaction of the game’s pieces. The same abstraction goes for the tactical combat. Armageddon Empires lines up the cards in rows mano a mano and has at it like a CCG brought straight to the computer. In order to compensate for the lack of flashy animation, I’ve made sure to put extra effort into the card art. I’ve been fortunate to find some very talented artists to work with and one of the strengths of this game is definitely going to be its card art.
Armageddon Empire’s 2D design choice isn’t particularly better than any other but it is satisfying in its own way. Just as appealing is a tactical combat system like in Dominions 2 where you line up your units in a battle planer, give them some scripted orders and finally watch the whole thing unfold in 3D. The new Heroes of Might and Magic V www.mightandmagicgame.com/us/ is another approach where animated 3D unit depictions battle it out on a rotate-able grid. Finally, an indie game project by a gent named Jasper at Brass Golum studios www.brass-golem.com has the foundations of what looks like a great tactical module for a turn based game….3D, hexes and unit orders….To everything there is a season.
Executive Summary: Armageddon Empires is as 2D as they come. It lacks flashy animations but its simple presentation and beautiful card art have an appeal all their own.