quote:
Originally posted by FunnyMan:
<STRONG>Actually, it might not be *as* hard as you think. Remember, Toady's using OpenGL for control reasons. I seem to recall that OpenGL forces you to draw in a 3D space and then lets you emulate 2D by putting a surface right in front of the camera. In which case, you could set up a stack of them and move the camera to an isometric view</STRONG>
I asked him about this a long time ago when we didn't have Z levels. DF graphics currently have only one layer. Meaning that each tile can only display one thing at a time. You can display black sand, or the boulder sitting on it, not both at once. Graphical layering is apparantly very hard to implement, but possible. So its something to look forward to in the future.
It would allow us to do pretty fun stuff. Diagonal walling for one thing. If you made walls with diagonal lines the game would need to "fill in the gaps" because the walls would have a serrated look to them. These filler wedges would need to fit on top of alternating squares. Since they are only visual they would not block movement beside the wall and it would function as normal. If you can imagine what I mean there.
Edit: Changed some misplaced words. I need more sleep.
[ June 13, 2008: Message edited by: Tamren ]