I discovered some games, like diablo 2, that use a isometric engine fake the depth even more by drawing the tiles at the bottom of the screen larger then the top ones. And i was wondering not only how to accomplish this effect but also how proper tile picking and movement on a map would work.
Since there needs to be tile picking i don't think angling a camera on a 2D plane where the flat map could be drawn upon would not very well. There needs to be some sort of skew on the complete map from the center of the screen. I already did some research on skewing sprites with the library i'm working with (XNA) and since this involves matrices this might be still out of my league since i know nothing about them and reading about matrices gives me a headache
If someone has any clue on how to approach this technique i would be very happy to hear it.
Heres a image to describe what i mean, i overlayed that screenshot part within the blue lines which was taken from the bottom of the screen.



















