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XNA and isometric

If this is going to be 2D only (meaning all your 2D Sprites will be authored in a static Isometric view), then I'd suggest making a test game something like this:

o  Author a simple Player character (ie. 1-frame verticle rectangle).
o  Author a simple isometric square building.
o  Create a grid of streets with these buildings occupying the areas between streets.
o  Work on figuring out how to move your character around this simple layout.
o  You can quickly explore techniques for managing InFrontOf/BehindOf situations (ie. Alpha blend the buildings the player is behind, where overlap occurs).

Depending on how complex or simple your layout will ultimately be, you could get away with a simple cell-based approach where objects/buildings/characters/etc occupy certain cells.    Collision detection would be a quick matter of "Did player attempt entry of an occupied cell?"

If it's a more complex layout, then like the article previously mentioned (grip & tile) describes a more pixel based approach (simple collision between two 2D sprites), which is again similar to the cell-based approach, but on a finer level of detail.

That Isometric Games Programming site looks like a good starting place.  Just keep it simple and build from there.

[/opinion]


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