Determining Tile Size for Ultima VI in 3D

Sunday, December 13, 2020 at 11:10 AM

Screenshot of Ultima VI in which the medieval adventurers stand in a tavern where there are cats and a harpsichord nearby, all objects being roughly equaly in size due to the tile-based graphics of 1990.

Visiting the tavern in Paws to play a game of Nim. Notice how the cat is the same size as the harpsichord and the adventurers.

What would be a good real-world size (in feet or meters) of a tile in Ultima VI? If you were converting the game world to 3D for VR in Blender (I am for fun), what would you set the tile dimensions at, considering how varied the tile contents can be?

Below are two examples to illustrate what some Ultima VI objects would be like if they had this scale in real life.

A man in a suit sitting at a tiny piano as he struggles to play it.

Image Credit: Hugh Laurie's Album 'Didn't It Rain' on Spotify.

A man in office attire holding a giant key.

Image Credit: HA Photos on Alamy Stock Photo.

The tiles in Ultima VI vary in scale wildly out of technical necessity. Would you use a cat, a key, or a harpsichord, for example? The size of a human is the best reference point, I think. But all that changes once you start walking around the 3d world in Blender. At that point buildings may feel too big inside or too claustrophobic, so once I settle on something I'll mention it here. And objects themselves would have to be rescaled to look good and feel real.

I still remember the first time I played Slender: The Arrival in VR and suddently noticed how gigantic the tires were on the vehicle you start the game near. It was then I decided I'd properly scale my 3d models using real-world outer dimensions, then not being too rigid about the contents of the bounds.

Here's the original fb UDIC post.

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