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Why Choose an Isometric Style? - By Gary
Beebe
This is one of the questions that programmers are coming up against
when designing an RPG or Adventure type game. Mainly, it comes down
to preference. Some programmers may choose a square tile base look
because the algorithms for drawing such tiles is much easier to figure
out but, even then, they come up with a few problems. By saying 'square
tile base look' I mean with only the north walls showing. Here, I
will discuss those problems and their solutions using an isometric style.
The main problem, with a square tile based look, is how to show the
flat sides of objects and walls. It is easier explained in figures
1 through 3.
Figure 1 shows a perfect overhead view, as it may be represented in an
array, of a map that is 3x6 tiles. Figure 2 shows the same array
using the square tile base look. Figure 3 shows the same array again,
only this time, with the Isometric style.
According to Figure 1, there is an opening beside tile #2, which is
labeled as tile #3. Showing north walls, In Figure 2, tile #3 isn't
visible. In many RPG games that I have played, using the style of
Figure 2, either a character standing on tile #2 couldn't go down any further,
could go down but be hidden, or the tiles X would be shown. Because
you can't see an array map such as Figure 1, in most games, you may never
know if the two X tiles existed. Because the walls are 2 tiles
high, it would make sense that a wall below the bottom X tile would cover
both X tiles. Also, in most cases of Figure 2, it may be hard for
players to determine where the opening, beside tile #2, is because it appears
above tile #1.
In Figure 3, you can see tile #3, and it is easy to tell that you have
to be standing on tile #2 to get there. The X tiles are also very
visible here. Even if there was a wall below the X tiles, you could
still see that it was there. You would not be able to see if there
was an object on tile #3 in Figure 2 but you may see it in Figure 3.
Either way, it is a good idea to hide walls that are obstructing the players
view.
So, there are many advantages to using an isometric style as opposed
to a square tile based look. You are not forced to show only north
facing walls. You can feel a lot better making west and east passages.
I've also noticed that, in those cases, there is a boarder above all walls
in square based looks, which doesn't look good and isn't needed in an isometric
style.
The only disadvantage that I can see with designing an Isometric style
game is that you may find it harder to draw objects from an angled view.
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