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The trick here is conversion between world space and screen space. World space is the coordinate system you use for your game logic - calculations of pathing, movement, formations, etc. Your original formation code is correct for world space. Screen space is the coordinate system in which items are displayed. Because you're using an axonometric projection ...


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As long as there are no overlapping walkable areas, you can keep 2D A*. You just need to add a height info to tiles and make a rule, that character can walk from tile to tile if height difference is less than X. If there are overlapping areas you need to go kind of 3D. You can get away with several separate layers for your room, where each layer contains ...



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