Hey all, I’ve just updated all 3 parts in the isometric tutorial series. You should now be able to build on the latest version of xCode (6.3.2) without any hitches. Cheers.
Well, I fell over backwards into a full time job, so unfortunately, I won’t have a lot of spare time to work on new tutorials and/or my own games development. Thanks to everyone for all the positive feedback so far. I’m not sure when/if I’ll find time to write new tuts but at very least, I’ll try to update the existing 3 parts so they run smoothly with the most recent versions of xCode/Swift. Will keep you posted. Cheers.
In part 2, we’ll spend some time structuring our code, so it’s more representative of a full scale game platform. We’ll add interactivity and animation. We’ll write a depth sorting function that will ensure our rendering updates accurately. Lastly, we’ll explore some tricks for optimisation to keep our game running efficiently on all devices.
So this is the new website. What do you think?
Fair enough. For those of you who oppose Morgan’s point of view, you’ll find all the latest Big Sprite news posted on this blog. You can follow us on Facebook, Twitter or sign up to the newsletter to keep in the loop. I’ll be documenting the development of my next game in my developer blog and there’s also a tutorial section for fellow developers. Other than that, it’s all as you’d expect, thanks for visiting :)
So my first ever release, Goats and Gadgets, didn’t exactly blow up the App Store. In review, I’m down about 15 months of my time and I actually managed to lose money (factoring in advertising and other expenses). Now, I know what you’re saying, “where do I sign up for business classes?” but please hold all questions until the end of the presentation.
Despite being the embodiment of an economic abomination, the game did receive positive reviews from critics and customers, averaging 4/5 stars. Combine that subtle silver lining with my distaste for ‘real jobs’ and you’ve got yourself a recipe for an ill-advised second effort.
This time around, I’ll be documenting my efforts right here in this blog. I’ll also be posting tutorials that detail the resolve of the various challenges I come across. I’d love to hear any thoughts from fellow independents working through similar scenarios and welcome questions from those with a curiosity for game development. Follow us on Twitter/Facebook or sign up to the newsletter to be kept in the loop. Cheers.
Clash of Clans, Diablo, Age of Empires, Bastion. All of these popular games use isometric projection. Well, technically, it’s dimetric but it seems isometric is the more common term used amongst developers. Essentially, what this method does, is take pre-rendered 3D graphics and displays them in-game as 2D sprites. So you get a simulated 3D environment but you’re still developing within a 2D framework. If you’d like to know more about the theory, this wiki article‘s not a bad place to start. However, in this tutorial I’ll be focusing on the practical component, so you can get your own isometric 2.5D game up and running ASAP. This is part 1 of an ongoing series. In this installment, we will build a foundation to render our level in both 2D and isometric views.