[Feature]: Foreshortened token rendering on isometric grids
Describe the Problem
Non-figure tokens look out of place on isometric grids because they don't have any perspective applied.
The Solution you'd like
Top-down, circle and square tokens would be rotated and scaled on isometric grids to enhance the illusion of depth.
Alternatives that you've considered.
No response
Additional Context
It should look something like this:
That looks better.
It would be even better if it could be transformed into looking like a coin standing on edge.
oh snap. see my comment on your facing issue
It is a straightforward series of affine transforms -> shear, scale, and rotate
It would be even better if it could be transformed into looking like a coin standing on edge.
Next you'll be wanting them on little plastic stands
Well, I don't think it really needs a stand... but they definitely need to spin around like a coin when the tokens get hit.
In all seriousness... I do like the standing render better for circle and square tokens.
Topdowns, however, would have to layflat... Can a "raised" effect be added for them? Something to give it thickness? Something about the transform to align with iso makes it uncannily melt into the map.
Seeing that standing coin is actually really cool. It's like a figure token without all the work :sweat_smile:
But there is also utility in having tokens lie flat. E.g., using square tiles to build a map on an iso grid. So - thinking out loud here - what if we made stamps lie flat, and gave a preference to have Tokens stand on edge (on by default)?
Agree with @FullBleed that standing doesn't make sense for top-down tokens. Not sure we can really do much to improve the situation for them vs lying flat - it may just be a matter of top-down tokens not being a good fit for iso grids. Similar to how figure tokens on non-iso grids are questionable.
In a recurring theme, I found out this functionality technically exists already. Right-click a token > Flip > Isometric Plane. For now let's leave aside the fact that the terminology is off - no actual flipping occurs.
Rant time: our isometric grid support makes no sense. Instead of selling an isometric effect on isometric grids, we instead have put together a collection of features that could sell the effect if used in conjunction with iso grids, but which look weird or have limited utility in every other situation. And not using these features on iso grids really lessens the experience there.
Here are the examples I know of right now:
- Flipped iso. Use it on a square map and it just looks terrible and out of place. Don't use it on an iso map and the effect of an isometric view is lost.
- Figure tokens. Same thing, completely out of place on square grids (why do they peek over FoW?) but look great on iso grids. Btw, as mentioned previously in this FR, top-down tokens have the same conceptual issue in reverse. They just don't come with much special behaviour to account for.
- Drawing tools, including topology. We have a separate tool just to draw iso rectangles (formerly "diamonds"), but the regular rectangle tool should just work on iso grids (so should the oval tool). And the tool is too specific to really be useful on square grids.
A good counterexample is sight/light/aura shapes. They respect the iso grid without requiring special flags to do so.
This kind of thing annoys me as a user since I have no idea how to find features related to what I'm doing. If I start building an iso map, how do I know it's even possible to get a token to be drawn in iso as well? This FR proves I'm not capable of finding it on my own! Even if I do know about it, it's just extra steps I have to go through. At the same time, if you stumble across one of these features when you don't need it, and you try it out, it's just confusing what the purpose even is.
It also annoys me as a maintainer because the casework is increased for no real gain. How do figure tokens play into the render order? How exactly do they interact with FoW? Is any given side effect of that intended? How about the flipped iso flag - is it deliberate that tokens get way smaller on square grids? If I messed that up, how bad would it be?
Alright, rant over. Everybody go home.
Personal opinion. We should have two grid types and leave the door open to a third; Square Hexagonal Triangle (should someone ever want to implement it)
User facing options can be whatever variations you like, but they only change the rendering. Vertical or horizontal or isometric, it's all the same beast, we just draw it differently. A few converters so that things like token coordinates make sense to the user and you're done.