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Tile map perspectives?

Printed From: Pixel Joint
Category: The Lounge
Forum Name: Resources and Support
Forum Discription: Help your fellow pixel artists out with links to good tutorials, other forums, software, fonts, etc. Bugs and support issues should go here as well.
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=14413
Printed Date: 09 June 2026 at 4:58pm


Topic: Tile map perspectives?
Posted By: lerno
Subject: Tile map perspectives?
Date Posted: 23 May 2012 at 3:52am
I'm currently developing an RPG-ish strategy title where you walk around the map in the way of old school RPGs like Ultima IV. I want to spice up the map with a more interesting perspective though.

I like the isometric perspective, but I need a good match between pressing north and moving upwards on the screen. (Moving through the diagonals in the isometric screen is not an option)

Ideally I'd like to end up with a map in this style, but composed out of tiles:

Anyone who has experimented with tile maps with variants to the isometric perspective who can give me suggestions?



Replies:
Posted By: yrizoud
Date Posted: 24 May 2012 at 2:11am
Have you considered rectangular tiles ? ie. tiles that are more wide than tall. It makes movement natural because up leads up etc., and gives the impression of a map that is squeezed in the north-south axis.


Posted By: lerno
Date Posted: 24 May 2012 at 4:09am
Originally posted by yrizoud

Have you considered rectangular tiles ? ie. tiles that are more wide than tall. It makes movement natural because up leads up etc., and gives the impression of a map that is squeezed in the north-south axis.


Yeah I have, but I wondered if that would be sufficient, seeing as a naive design would be equivalent to repeating the same tile horizontally.twice everywhere. That couldn't possibly be enough.

Buildings, mountains etc would obviously need to be overlapping, so that a building extends partly above the tile above, but the flat part of the terrain needs to invoke some perspective in itself, doesn't it?




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