That's similar to what this diagram on Wikimedia Commons refers to as "top-down oblique projection".FrankenGraphics wrote:I associate cavalier projection with (mostly western?) MSDOS era CRPG:s.
What i meant with "classic JRPG" was a forced perspective where you see front and top of a cube, but not the sides.
What I'm planning to do for a future project is show width and height at full size but depth at half size, as if the camera is pointed 26 degrees down. Then speed of movement along the depth axis is halved to compensate.
To illustrate, I drew a crate
Thus 1 m wide is 16 pixels, as is 1 m tall, but 1 m deep is only 8 pixels.