The main aspect of Game Development is to understand each and every process theoretically as well as practically. In this article, I will be discussing a very vital concept that is commonly discussed and practiced while designing & developing games i.e. 2D games Perspectives & Z Order. I shall be focusing on game perspective in 2D games & what is Z Order.
Prerequisites
GamingEnthusiasm
Z-Ordering
In 3D games, developers can manipulate 3-axis i.e. X-axis, Y-axis & Z-axis. Similarly, developers can view the object from these three directions. However, in 2D games, both, developer and user can develop/view objects only in 2D, with manipulation of X-axis & Y-axis. In 2D games, arranging objects/sprites on the canvas is a little trickier because of the access to two dimensions. For example, in order to give effect of a mountain scene, the scene is arranged in such a way that it will show us far distance objects and near objects, this is simple to do as we can simply put small size objects at the scene's top and big size objects in front of the scene to give near/far distance effect. But, what if we want to place some objects in between and want to configure which object should come before which object?

2D-Perspectives
In 2D gaming, there are mainly two types of perspective i.e.
First person shooter/perspective.
Third person perspective
First person shooter/perspective
This perspective shows only game objects, e.g. guns, fire etc., giving player
the look and feel of controlling the game by themselves.
Third person perspective
This perspective involves the characters in games allowing players to manipulate the character movement and play through game.
Third person perspective however, further categorizes into two kinds of views which are used in different level editors to construct graphic user interface for games visually i.e.
Orthogonalview.
Isometricview.
Orthogonal View
This view arranges the Graphical User Interface (GUI) in following manner
i.e.

Isometric View
This view arranges the Graphical User Interface (GUI) in following manner i.e.
This view allows the developers to create 3D kinds of effects in a 2D environment. This view is also arranged in level editors by dividing screen into small squares which are called tiles. The isometric view is the most difficult view in 2D games to manipulate because it rotates the orthogonal tile view by 45 degree in triangular shape and this rotation shifts the isometric map coordinates from the screen coordinates, therefore, developers have to convert the isometric map coordinates into screen coordinates to manipulate the game objects or sprites.
Conclusion
In this article, you learned about different 2D
games perspectives i.e. first person shooter, third person shooter, orthogonal
view, and isometric view. You also learned about Z Order buffer concept and
its importance in computer graphics environment.
Disclaimer
I do not own any of the images.

Hadshana KamalanathanPosted Jul 22, 2018, 4:20 AM
Good one...