Well, the isometric engine is finished. It's pretty much ready to start developing a game with. However, I won't be doing anything with it for the meantime, as I am no graphics artist and I have no one else, therefore I can't build any sort of decent-looking game.
I may just license the software out to interested parties. However, I'd imagine that I'd be updating and adding a lot of stuff to the engine as different people need different functionality.
So, for those that may be interested, here's some technical jargon about the engine:
Spoiler
Technical Jargon:
Whilst a lot of isometric games are 3D, (technically orthographic but w/e) this engine is actually 2-dimensional. This makes it far easier for graphics artists as you don't need to make models, you can draw 2D sprites.
The engine can run about 200-300 sprites on-screen before it starts to drop below 60 FPS.
Some miscellaneous stuff:
- OpenGL ES 1.1 rendering pipeline.
- Written in Java.
- Map scrolling.
- Objects culled to the screen dimensions for performance.
- Perspective depth-sorting for any 3D object dimensions without a Z-buffer (purely software rendering, hardest part of isometric engines).
- Supports object layering.
- 3D bounds checking.
- Touch event simplifier (instead of all that MotionEvent bull****).