The legend of Zelda cards, due to some time, uses an isometric view of the tile. The first thing you need to do is load the isometric plate into your program, which I am sure you can find Zelda tile sets. Then you will need to decide how you want your card to be processed procedurally. Will there be oceans, different biomes, construction? All of these points should be taken into account when creating your equation for creating your map. Each fragment must be saved somewhere, so I would make a 2d array to pack all your tile values. Then use the nesting loop to render the fragments. The code will look something like this:
int[][] world = new int[50][50]; for( int i = 0; i < 50; i++ ){ for( int b = 0; b < 50; b++ ){ int tile = world[i][b]; render(tile, i, b); //use i and b to position the tile on your world
generates which tiles go where a little more complicated, and then draws the tiles after they are created. Above was just an empty matrix. I would again use the for loop to fill the world to my taste with various id values ββrepresenting fragments. This, however, would be completely random, so you need some method for your insanity. I would test the surrounding tiles during creation and give the surrounding tiles a higher probability of generation, so that the terrain is smoother. If you need the same world for every game you play, you can just put your matrix with constant values, rather than generate them. I'm not going to write an entire isometric viewer, but I hope some of these concepts can help you.
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