I had made a RPG mapping/gaming thing in flash WAY back in the day, and had always thought about making it into a web version. Never got around to it, though.
Good luck with yours. =)
I had made a RPG mapping/gaming thing in flash WAY back in the day, and had always thought about making it into a web version. Never got around to it, though.
Good luck with yours. =)
From a UX standpoint, the best balance is "iconic" perspective - most things rendered flat with low occlusion, like an Egyptian painting, much of medieval art, or Japanese woodblock prints. All the boundaries can remain clearly delineated with this style, but aesthetics can be retained through careful composition of each icon.
I did exactly this style for the game I'm working on. My reference points(within video games) are Ultima 1-5, Heroes of Might and Magic, and Battle for Wesnoth. In these games you are never wondering what something is, because you can always make out what it looks like.
But when I tried the current isometric style on a whim, it managed to solve all of the problems I was trying to address. Probably because I use a hybrid approach: only the underlying battlemat tiles are isometric. The miniatures are flat, slightly-transparent stand-ups and always face the player.
http://gallery.rptools.net/v/screenshots/
And of course Fantasy Grounds is an amazing piece of software if you have the money: https://www.fantasygrounds.com/screenshots/