So a while ago, this post was made showcasing a 3D 2.5D art libary.
Basically, this can be thought of as a 2D side-scroller with a form of tilt added inwards to emulate the 3D effect. There have also been guides showing how to emulate jumping. I have linked a few guides below to help showcase this:
All of them have a problem though. We are dealing with an isometric view which may make the simulation of jumping unclear. However, emulating jumping is one thing to get this dealt with.
Next, we need to deal with making obstacles. How? Maybe make an insta-kill for the “holes” and then simulate jumping to bypass the insta-kill.
So you know the game, Marble Madness? Well, a 2.5D Don’t look down can be based off that game, and we can take inspiration from that game and use it as a baseline to expand on simulating DLD. Why Marble Madness? That is a 2.5D game like the 3D art libary, and Marble Madness can be though of as a 2.5D Don’t Look Down with a Z axis.
Here is a screenshot from the game.
You can see what isometric projection looks like in it’s glory. If you think about it, there are three axes.
X, Y, and Z.
We don’t need to use the Z axis for a reason. Why? Don’t Look Down is a 2D game, and 2.5D can use a Z axis, yet we don’t need the Z axis for 2D games. Therefore, this concept can be used to get ideas on a 2.5D Don’t Look Down. That is all I need to mention about how we can get DLD to work in a 2.5D space.
But wait, what is Isometric projection?
Isometric projection is a method of drawing in 2D that can be used to visualize in 3D. The three axes, X, Y, and Z appear in increments of 120 degrees. This is just the simple concept of isometric projection, but it can get a lot more complex than that.
Feel free to read an article on isometric projection:
Remember Gimkit?
The 3D art libary uses isometric projection to reach this goal.
Wait: Where is the Z axis?
It does not exist. Why does it not exist?
Well, It’s not there. The X axis is facing to the right, and both Y and Z match. This means we have no clear indication of Z axis. The Z axis is non-existant because it clearly could not be displayed properly.
We can still accomplish this goal. All we need is some 3D layering, effort, and enough memory and effort.
Alternatives
If you want a simple 2D version, this guide sums it up. It’s really easy but doesn’t have any gravity or jump mechanics.
This pinged me for some reason idk. But I’m not remaking my nearly completed guide with these jump sims so mine will just be different. But these are good too.
All of them have a problem though. We are dealing with an isometric view which may make the simulation of jumping unclear. However, emulating jumping is one thing to get this dealt with.
Next, we need to deal with making obstacles. How? Maybe make an insta-kill for the “holes” and then simulate jumping to bypass the insta-kill.
So you know the game, Marble Madness? Well, a 2.5D Don’t look down can be based off that game, and we can take inspiration from that game and use it as a baseline to expand on simulating DLD. Why Marble Madness? That is a 2.5D game like the 3D art libary, and Marble Madness can be though of as a 2.5D Don’t Look Down with a Z axis.
Here is a screenshot from the game.
You can see what isometric projection looks like in it’s glory. If you think about it, there are three axes.
X, Y, and Z.
We don’t need to use the Z axis for a reason. Why? Don’t Look Down is a 2D game, and 2.5D can use a Z axis, yet we don’t need the Z axis for 2D games. Therefore, this concept can be used to get ideas on a 2.5D Don’t Look Down. That is all I need to mention about how we can get DLD to work in a 2.5D space.
But wait, what is Isometric projection?
Isometric projection is a method of drawing in 2D that can be used to visualize in 3D. The three axes, X, Y, and Z appear in increments of 120 degrees. This is just the simple concept of isometric projection, but it can get a lot more complex than that.
Feel free to read an article on isometric projection:
I love the 2.5D projection! I actually made my own system for Ds in top-down mode, it’s:
ᵹ₁: which is adding as depth axis with layering.
ᵹ₂: which is where there is a full downward blocks of space, not limited to the layers in top-down (but there is no jumping, only negative heights) technically 45° UCVA.
ᵹ₃: which is full 3d, entering the GDverse, with a UCVA (universal camera visual angle) of 45°.