
Writing an entire map editor and not getting the game up and running ASAP was not really an option. Tiled was key to getting stuff where it was so quickly. Within a few more days, we had a basic prototype of character running around being hunted by zombies: This fit our needs perfectly, and meant we could get a working isometric engine up and running in a matter of days.
Dwarf fortress tileset isometric iso#
This is what we ended up with:Īs you can see, the tiles have been drawn directly in a faked iso perspective, so when they are assembled, they create the illusion of a 3D. So we started making a few isometric tiles that we could use to construct maps in Tiled. In its basic form, Tiled supported the isometric perspective. Thirdly, we found this awesome program, Tiled, that would one day be taken and expanded in exciting ways by the awesome EasyPickins. Secondly was a certain obsession with XCOM and the ambition to make something that had a similar look.
Dwarf fortress tileset isometric windows#
One, we realised that with a topdown 2D perspective would mean making zombies visible at windows would be really difficult. The decision to make the game isometric came from a few angles. This was in a time before Kickstarter was a ‘thing’ in terms of game development, and inspired by what Minecraft showed was possible, we figured it would be our best shot at keeping the landlord at bay. The TL DR version is on the blog here.Īs many who have been around since the start may know, while Zomboid is a game we’d wanted to do for many years, as an actual project it was born out of myself and Binky realising we couldn’t afford to pay the rent on the flat, and panickedly having to get something out there with a rather pleading blog post and paypal button. To explain, and since the Isometric blog post we wrote way way back in time (with now defunct missing images due to the various server moves over the past few years) we’re going to have a revisit to the subject. As is usually the case, necessity is the mother of invention, or rather necessity made us do something rather dramatic that we’ve wanted to do for a long long while, and while the timing of such upheaval couldn’t have been worse, now we’re at the back end of it and everything looks set to work smoothly, we’re immensely happy and excited to be able to share. We had one more quite dramatic card up our sleeve. Last Wednesday, we were concerned to discover the game’s memory usage had once again bloated to the point the game would no longer function on many lower end PCs. While the effects of this change may be somewhat subtle in the short term, it will have dramatic effects to the future of the game, and opens up many many exciting doors that were previously closed to us. So we've made some big changes to the rendering engine. Hello everyone! To save the Mondoid being a million miles long, we thought we'd post the details here and link them on the blog.
