Such games generate their own terrains at start, and for the genre I’m basing my question off cities are also created. ![]() Procedural generation: This goes back to a question I asked separately, though my previous thread was for top-down RPG worlds (no isometry): For isometric environments it would be an entirely different process past interpreting noise to know the height of a terrain tile or where to place stuff.I believe some games even had multiple slope angles, terraforming and / or roads on terrain aside… we can leave those out as to not overly complicate the question though I’m interesting how far it can go. Terrains for instance have tiles for slopes and corners, the proper “lego pieces” are then used to simulate every hill or valley and hole or a bump. Terrain: Most isometric games have a height system which understands and manages the representation of vertical depth. ![]() How would functional perspective shift be implemented in GDevelop? Depth sorting must also be handled accordingly so objects and buildings (often made of multiple tiles stretching upward) always render in the right order from any direction. Every item in the world has sprites for 4 or 8 angles so each structure can be seen from all of the four sides. 4 camera angles: The basis of most 2.5D games is the an ability to rotate the camera in any of four directions. ![]() Out of curiosity I wanted to ask whether there are tutorials or even finished examples on how to do a feature complete isometric world with at least the following base capabilities: Particularly ones like Tycoon, Simcity, or for an open-source example Simutrans. However this example doesn’t offer any of the features we’re used to having in practical isometric games.
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