In this tutorial, we will be converting a conventional 2D tile-based Sokoban game into isometric and hexagonal views. If you are new to isometric or hexagonal games, it may be overwhelming at first to try following through both of them at the same time. In that case, I recommend choosing isometric first and then coming back at a later stage for the hexagonal version.

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While developing games which involve an action element, we often need to figure out a way to collide with a moving target. Such scenarios can be typically called a ‘hitting a moving target’ problem. This is particularly prominent in tower defense games or missile command like games. We may need to create an AI or algorithm which could figure out the enemy’s motion and fire at it.

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