Game Development Reference
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tilemaps while still being orthogonal tilemaps. Using this method, the designers were
able to create the illusion of depth, as you can see in Figure 10-2 .
Figure 10-2 . An orthogonal tilemap with perspective tiles designed to be created in multiple layers to give the im-
pression of depth. This tilemap style came to fame with Ultima 7
Isometric tilemaps take this one step further by not just drawing the tiles in a certain
perspective but also by rotating them by 45 degrees. Isometric tilemaps are very effect-
ive in tricking our minds into believing that there really is a third dimension in this
world, even though all the images are still essentially flat. Isometric tilemaps achieve
this impression of depth by using tile images that are drawn as diamond shapes (rhom-
buses) and allowing tiles closer to the viewer to draw over the tiles further away from
the viewer. See Figure 10-3 for an example of an isometric tilemap. I discuss isometric
tilemaps in the next chapter in greater detail.
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