Our game is a 3/4 perspective one, with z-axis support. So you can jump around, get on elevated platforms, and all that. It's working, except for the depth system.
For the platforms, we have tiles, and each tile layer has its own z position.
Here's an example of what we need:
The hill and the bridge are all tiles.
Avoid the man behind the hill, we can cut that and just have them go around.
But we need the objects to properly show above the tiles when they're above the layer's z position, and vice versa.
Currently I'm using a simple data structure method to draw all instances, where they're sorted using a grid and then drawn in a single loop. I'm confused as to how I can implement a third axis in that system and make it work.
Any ideas are appreciated!
For the platforms, we have tiles, and each tile layer has its own z position.
Here's an example of what we need:
The hill and the bridge are all tiles.
Avoid the man behind the hill, we can cut that and just have them go around.
But we need the objects to properly show above the tiles when they're above the layer's z position, and vice versa.
Currently I'm using a simple data structure method to draw all instances, where they're sorted using a grid and then drawn in a single loop. I'm confused as to how I can implement a third axis in that system and make it work.
Any ideas are appreciated!