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Not-quite-isometric problem

Started by July 16, 2008 06:27 AM
3 comments, last by Badgerigar 16 years, 5 months ago
I'm working on a tile-based strategy game, similar to Final Fantasy Tactics pretty much sums it up. But the maps are viewed at a vertical angle, but not isometric. So you would see the front and top of all the tiles. My problem is, tiles at different heights seem to just blend into each other because the floor texture is the same. Is there any way I can solve this without changing the whole design? Here's an example of what I mean. Pardon the terrible art please, it's not a priority right now. All help appreciated.
Adding proper edges around walkable areas would be the best way to do it - grass doesn't just end when it reaches a cliff edge. I find that separate detail tiles which can be overlaid on top of the base grass tile work well for this.

Alternatively you can darken or lighten the tiles based on how high they are, which is good cheap way of providing a sense of depth (and adds variety too, which is always good).
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Yeah, I see your point. Very good advice, thanks.
Quote: Original post by Badgerigar
Pardon the terrible art please, it's not a priority right now.

But it is. The solution to your problem is better art, not better graphics techniques. That's what will emphasize shape, with special tiles indicating cliffs and such. As far as I can tell (though it's difficult to be sure) your graphics are fine otherwise.
Much appreciated. ^^. Anyway, I made some changes and it looks much better. Thanks.

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