This question is an addition to both of these questions:
- Boat passing under a bridge in a 2D tile based RTS
- How to handle slopes/bridges in a 2d grid turn based strategy game
While I get the idea that you can just have multiple independant "layers" of your grid for each unit type. I'm curios as to how this works out in an action game where a player controls a character that can jump (or even crouch). So let's say I want to have the following kind of things:
Bridges or other places that a player can walk over or under.
Slopes that allow a player to move up or down without jumping
Crates, walls or even little differences in hight that a player should be able to jump onto or down.
Tall walles or cliffs that a player should not be able to jump down or up but walk on top of them if he finds another way to get up/down.
Pseudo-free-movement. A player can walk freely on the tiles while movement is still limited by the tile grid.
So slopes and crates are identical in a way that they allow a player to traverse from one layer to another one.
I'm not sure if this can even be achieved with a simple 2D approach, so maybe I'm better off with a full 3D engine? I liked the idea of a simple 2D engine but I don't want to make it more complicated if a a 3D engine is the right call here.
I'm also having a hard time finding any descriptions or papers that deal with these things.