This has been asked numerous times, so I apologize for the reiteration.
This is a conceptual problem.
Could anyone please explain to me the basics of running a 2/2.5D game in OpenGL? What I’ve been asked to do is to start the consideration of moving from the flat, 2D version of our game which will be released shortly, to a full 3D engine. This is at least a six-to-nine month conversion, and may be longer, depending.
Our goal would be to use a 3D engine, but retain an “overhead” view as the game really doesn’t take well from a playability point from the first-person, or even second-person ( 6 feet behind and slightly above ) perspectives.
Of course, LWJGL is the only way to go here. But I’m very lost on the concepts and I perceive I need to relearn everything I know of writing games.
Specifically, what I’m asking is:
The game’s perspective is 30-35 degrees off the ground, looking down. Think Diablo II, Command and Conquer, Arcanum, and so on.
What happens to all the “tiles” we have built? What about terrain? I keep hearing and seeing code regarding LOD, textures, Octtrees (now that I know what these are) and so on. Will I be creating terrain as a height map, and wrapping these tiles over them?
What happens to scenery objects, both the ones you can walk over (I call these scenery) and the ones that obstruct you (I call these foregrounds)? Do they in essence become “sprites” with wrapped “textures”?
I’m guessing that sprites are no longer a series of images for each angle the character points in. Rather, it’s a “model” with a wrapped “texture” developed in a program designed for such. (We use Poser). How would I do such a thing? (No code, please; this is just a technology exploration).
If anyone has any help they can assist I would GREATLY appreciate it.

