I'm working on a prince of persia/flashback style of platformer and I'm having a hard time deciding on whether it's worth making the tileset with perspective, like the original PoP did.
Just plain grid with sprites like Mario is the easiest but might look too flat for the look I'm going for. It's good for readability, useful for games that are 'off the grid', like regular platformers. But on the grid games can afford to look less clear because movement is standardized. There is never any doubt you can make a jump when you can simply count how many cells there are between here and there.
I think the Flashback solution is nice. The camera is oriented in a way the horizontal surfaces are hidden and the vertical surfaces have an angle. To achieve that I need to break the sprites into background and foreground types, which is not too painful. In the image below you can see how the right corners of platforms are entirely on a different layer.
(images taken from
Flashback Case Study)
However, the prettiest solution would be the pseudo 3d look of prince of persia. Even the horizontal surfaces are at an angle. I quite like that visual! But it means some tiles have to be broken into background and foreground parts. I can't think of a painless way of achieving that. Either some clever code separates the sprite (clever code is usually painful) or dumb code and I have to make the tiles in layers (also painful).
Come to think of it. I don't see many modern pixel art games adopting this kind of tileset that requires careful occlusion very often. I guess it's easier to avoid it.
Anyway, if anyone has any thoughts to offer I'd appreciate it