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City Road Prototype has gone isometric! |
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Old 2D orthogonal map from v0.0.1 |
This has some advantages as I may add more features later. For instance, say that I want to add buildings. If I had to render buildings using my old orthogonal system from 0.0.1, you would see buildings from above, so you would see some squares. Using this isometric engine, you would see buildings as 3D boxes, giving the game a better look.
Plus, I've improved my grass texture as you can see. Grass textures are quite easy to do with any advanced image editor like GIMP or Photoshop, just fill your sprite with a solid green color, and then add some noise to make pixels randomly brighter and darker.
However, isometric maps need more processing than orthogonal maps. For instance, I had to remove the road designer, so right now you cannot add or remove road tiles by clicking them. I have to rewrite that feature from scratch. The technical reason behind that is that detecting which tile is the mouse at was easier on v0.0.1: tileX = mouseX / tileWidth, tileY = mouseY / tileHeight. However, things are now harder to do.
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