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.
In the first part of the series, we explored the different coordinate systems for hexagonal tile-based games with the help of a hexagonal Tetris game. One thing you may have noticed is that we are still relying on the offset coordinates for drawing the level onto the screen using the
In this tutorial, I will try to introduce the interesting world of hexagonal tile-based games using the easiest of approaches. You will learn how to convert a two-dimensional array data to a corresponding hexagonal level layout on screen and vice versa. Using the information gained, we will be creating a hexagonal minesweeper game in two different hexagonal layouts.
In this final part of the tutorial series, we’ll build on the first tutorial and learn about implementing pickups, triggers, level swapping, path finding, path following, level scrolling, isometric height, and isometric projectiles.
In our previous article, weexamined some ofthe aspects of game design, in particular challenge and choice. Challenge and choice can create something which is entertaining, but by themselves do not make a game—otherwise a quiz could be considered a game.
In any 2D game, you have to know what order to draw your sprites in. You usually draw from the back of the scene to the front, with the earlier objects being covered by the later ones. This is the standard Painter’s Algorithm used to represent depth on a canvas (digital or otherwise).