I want to do a few articles on the trials and tribulations of creating 2D Isometric Graphics. So here we go! When designing levels for an isometric game with a fixed perspective, you come up against a few layout problems. The truth is that, if you lay out the rooms in a 'conventional' way, when you remove the Z depth in terms of perspective, it just doesn't look correct. Usually, if you are designing a square room, this isn't a problem-but if you want your room to be circular, or have a central feature, it can become a problem, as your central feature looks like its offset. The best way around this is to lay out your room directly in your camera, and not use your top plan view. As an architectural illustrator who uses a plan view for most of my work, this can be a little disconcerting! What I do when I lay out my levels, is create a grid, and then select the areas in my camera view where the main room features will go. This allows you to do your main layout very quickly. Here we can see the corridors that lead off of the central annex, as well as roughly where my central feature will sit. From there, I add in the walls,

I recently had a discussion about game design on the Quarter To Three forums: http://www.quartertothree.com/game-talk/showthread.php?t=69172 The discussion turned into something quite interesting (although almost reads like I'm talking to myself). Grifman When you are finished with this, use the engine to make an isometric RPG . Me I've been thinking about how to design an RPG, but I think that the mechanics involved are just immense. Good RPGs are SO specialized

Happy New Year! I hope that you guys had a fantastic break before the start of 2013. 2012 was a very difficult year for me, with quite a few personal ups and downs. Through it all tho, I had STASIS, and honestly, I think that its the beacon that kept me sane through a lot of it! I have grown so attached to this game, that Im hesitant to think of what my life will be like without it