Why Isometric? | Art, Code and Matrix Maths | A Devlog
Video Statistics and Information
Channel: Wintermute Digital
Views: 90,157
Rating: undefined out of 5
Keywords: art, indie game, gamedev, development, code, math
Id: 0fZXlxtMbC0
Channel Id: undefined
Length: 13min 32sec (812 seconds)
Published: Fri Aug 14 2020
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I recently tried doing an isometric game. I handled AoE by having the tiles link to each other so that they knew their neighbours, so the function to get a set of neighbours n tiles large was pretty straight forward with recursion. Ultimately I found I was spending too much time trying to emulate 3d for various effects, so I've decided to try just make a 3d game instead haha.
Very interesting watch!
I was making a very similar game earlier this year which I decided to stop working on. I have to agree that the isometric viewpoint presents a more interesting challenge than you first expect it to!
https://www.doubleonestudios.co.uk/post/dev-blog-10-system-raid
Take a gander through my blog, maybe you will pick up some dos and don'ts from my experience / failure. Good luck!
I would also argue that isometric perspective is the easiest of the bunch to to get your foot in and get things done, from an artistical skillfloor and productivity perspective.
I found that determing elipses in 2+point perspective is surprisingly painful and requieres wrapping your head around something unintuitive aka the middle of an elipse, which is a circle/cylinder in space is not the middle of the object. My mind did not want to accept that at all.
I have an aquintance which makles his living as a freelance artist in the anime space. While I was teaching myself perspective drawing I asked for advice and how he does it. His response to my question "How do you get your elipses right" was "I just guess".
After being "done" with my education on the matter, I skimmed over his art and lo and behold 90% of those guesses were not even close.
Yah Isometric is a lot of work for the effect. I have to imagine the main reason to want to do it is because you're a 2D artist/programmer one man show making a game.
It's funny because most people assume Isometric 2D is a shortcut to not just doing it in 3D but in reality it's more work and it only exists due to limitations of consoles at the time.
I've been working on my first isometric game for a year now. There are some quirks for sure, like character movement also needing to be rotated from what the actual input the player does. The good part is the game logic is completely unchanged, its all just smoke an mirrors to project the look. In order to make my assets quicker and not draw them at tons of different angles, I used blender and made 3D models that are converted to sprites. The result is pretty decent: https://youtu.be/8Bn6yoL7kts
There are times however that I think making it in 3D with unreal or unity might be easier lol. But I'm using GMS2 and its working out fine so far.
At around minute 7 you/they start talking about how the blocks step down and how you can see the boarders and how neither of them has a solution.
Would just moving the blocks up one more (per layer from the top) work?
As in, leave the top centre block where it is, move the two side blocks up one, and move the block at the bottom up two (one for the side blocks being moved up, and one for itself).
Hello there! Thanks for watching my video, I didn't notice that someone posted this until a couple of minutes ago! Thanks for doing that u/Chii, and I hope that someone finds this video interesting :).
One time I wanted to make a strategy game with a hex grid, and I thought it was going to be super hard. Like how do you pathing? How do you display it?
I realized it really isn't much harder than doing a square grid. Basically you have two parts which make it a little more complex - a function to determine neighboring cells given a specific cell, and a function to determine where to display something on the screen given coordinates, and they're not that crazy to write.
But everything else seemed mostly the same. A* works magically no matter what the topology of your world is. As long as you can calculate neighbors and write a basic heuristic that guesses the distance from A to B optimistically (which maybe can even be
root( dx^2 + dy^2 )
while ignoring the hex), then A* will just work and find the best path. It doesn't care as long as it can figure out which neighboring cells to open and guess the distance. And you just have to figure out where to display the hex image and things on top to display it.I never got too into gamedev tbh but I was able to make a simple proof of concept with units that had a certain amount they could move on that hex grid, display mountains/forest/grass on the map and the units, move them to where you pick with the best path using A* and even have different difficulties on certain terrain to move less on forest or something, and attack and deal damage, take turns, kill the units. I thought doing a hex grid would be over my head but I was able to do it my first try without looking up anything.
IIRC the function was simply something like this:
I didn't get the point about linear algebra.
"If you have a function that translates between coordinate systems, you could use a matrix instead!" Ok, but why would I want to do that? I already have a function that does it.