As we are about to see the first release of Matts Stone Goose OpenGL engine, here some explanations of how you work with this engine. Please note this is not final, some things will change, some things will be added.
First of all, this is how the real game looks:
We see a topdown map. This is were all your trusty 2D MMF coding goes. There are actives and backdrops, so nothing new there.
What the player gets to see is a 3D projection in an OpenGL window:
Now for this game I choose to just not use 90% of what OpenGL can do, because I really do not like modern game graphics. It is possible to use lighting, filters, fog and so on. I also chose not to use models because I am lazy, and with the excuse it adds to the retro look.
Every object has slots to map textures on faces. Two examples are:
Because I chose to shade by hand I made 3 versions of each texture. A normal one, a light one and a dark one. Map them on a cube in the right way and it looks like a shaded and textured cube.
Most of the active objects in this game are sprites. Or actually they look like sprites. Here it's just a case of drawing them from different sides, the engine does the rest.
Much, much more is possible with this engine though. This is just a simple example.
@ Urbanmonk:
It doesn't strike me as jerking, but it's a standard 2D 360 degree movement. Smoothing it would be all up to the movement you make. Advanced coders could even make a mouselook function.