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I am trying to make simple 2D soccer game in Unity, but I feel a top-down view in such simple games isn't as exciting as the pseudo-3D view in games like Kunio Kun Nekketsu Soccer League.

Screenshot of Kunio Kun Nekketsu Soccer League

I am trying to understand how to implement a similar pseudo-3D effect:

  1. The players move along the x (left and right) and y axis (the upper and lower part of the field), but they can jump in z axis.

  2. The kicked ball moves in the x, y axis (because it opposes the force of gravity), but also z, when, for example, we pass from one wing to the other.

How can all this be mathematically realized in a 2D game? A ball kicked in a platform game would only move in a parabola on the x and y axes, but here there's a z axis and things get complicated.

Moreover, look at the second picture. The goal line is at a slight angle to the Z axis (so the Y axis is in fact at a slight angle to the Z axis). But, in the second picture you can see that in the middle part of the pitch, the Y and Z axes are parallel to each other.

Screenshot at the center of the field

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  • \$\begingroup\$ Can you actually interact/ intercept with the ball while it is flying? And I guess they used the distorted first image to actually add some perpective, else the goal would just look like a white line \$\endgroup\$
    – Zibelas
    May 6 at 19:04
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    \$\begingroup\$ The way the y axis shows a perspective-adjusted lean at the goal line suggests to me that this game is actually tracking positions in 3D, then using a projection matrix to convert those 3D points to 2D screen positions to draw the sprites. But you can also calculate a parabolic arc for a 2.5D projectile as shown here. \$\endgroup\$
    – DMGregory
    May 6 at 20:43

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