This is where it gets a little complicated, when having over head components in the map. ISO is 2D so the trick is layers. All the overhead objects are on a separate layer. It make s this kind of thing possible. Alien Phoenix supports layering out-of-the-box.
This is sort of what I want to do for ISO bases. Top-Down and ISO for maps. This ISO layout with overhead level is what I would like to see for Phoenix USC. The editor will be functional this month so everyone will get a crack at there own map versions. Should be fun. For coding you should really love the in-game editor as part of the framework. It makes life so easy for a coder to have this kind of option for both the author and the user. Especially the end user.
Here I have the editor running on the Chromium web browser, 1080p at 60FPS. The game engine and editor run great in isometric mode. So will the game.
Oh ya. Liking the lighting effects. The same lighting techniques used for top-down basically work fine with a little tweaking. Here shown testing bump mapping and such. Love the look.
1st attempt at using Isometric mapping in Phoenix USC and a test of lighting. All seems to be moving along nicely. Off to deal with ISO ship design.
Widescreen 5760x1080
I am working on a slightly different technique for mapping isometric tiles in Alien Phoenix. Using a volumetric approach is showing lots of promise.
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Testing here using only isometric blocks. Checkout the lighting, early but in.
Here same mapping technique but no lighting (a little on floor) and free form.
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Here is a little video showing a 48 frame ship animation in an isometric example.
All for now.
My first ever let’s build video. A time compressed video showing how easy it is to build a project with Phoenix USC and Alien Phoenix. In about a months time I’ve made some wonderful progress.
Current IndieDB article. On the homepage as usual.
So… That’s basically 3D just rendered in 2D isometric?
At it’s core it’s just 2D isometric images, not even pre-rendered images but ones I made in GIMP. There is no 3D involved at all, this is pure 2D with a lot of magic thrown in.
In fact a core block. This used to make above.
This is likely to be the basic level of lighting detail for Phoenix USC. I’ll be making improvements as I go to shading and alike, but this lighting model works well for real-time gaming.
Totally cool that this is all 2D.
In w i d e - s c r e e n.
Settled on this lighting style for now. Checkout the video featuring collision. All 2D isometrics (not 3D but flat 2D images).
Faster bullets, better ship collision.