Hi, we are a small indie studio working on our first game titled War Video Report. On this blog, we share our tricks, tools and workflows.
How we handle Z Order in our isometric game.
Our game looks 3D, but it is actually 2D. All characters and environmental objects are really sprites. We simulate a 3D world by defining isometric collision shapes (red areas in the image above) in the shape of the “footprint” of the objects. The player character itself also has a footprint. When the footprints collide, the player cannot pass the object. A two-dimensional world has a coordinate system with a vertical Y axis and a horizontal X axis. When our objects overlap. It must be determined what is going to be displayed in front and what behind. ...