I’ve never made an isometric game, but I know that there are some calculations needed to translate what’s on screen to what’s in the world and vice versa, calculations that aren’t necessary in an top-down view.
But what about drawing the art to populate an isometric game? Well, Dennis Busch provided a handy cheat sheet to help you figure out how to do so:
It provides illustrated tips for:
- tiling floors and walls
- transforming flat images to walls or floors
- rotating a vertical structure
- handling slopes
- casting shadows with global and point lights
Thanks to Jon Jones for finding this cheat sheet a billion years ago.