Tuesday, September 1, 2009

Resolution

Yes, I know what you're thinking... why am I talking about resolution now? Resolution here, will be screen resolution. And since this is an old school adventure game with a good portion of the gameplay being with a text parser, then I chose to make the game at 320 x 200.

Now, I know what you're all thinking. How the heck do you manage to make anything look good when the image is so tiny on that 20.1 inch widescreen? Well, I'm not too concerned about running the game fullscreen. I know that sounds rather arrogant, like I'm going to upset anyone by not really thinking about that sort of thing. But hey, how many people will actually play my game and will any of them not run it in a window? Besides, AGS has a 2x and 2x filter so that even if you want to run it "bigger" you can run it full or windowed scaled up. That's just handy. 

The reason I'm using 320 x 200 is that is is classic. Well, that's not entirely true. My first game, and the barely started second game (making this actually game #3) were in higher resolutions, 640 x 480 and 800 x 600 respectively. Do you realize how much detail you need to make things look nice in 800 x 600? All the rooms looked empty, even if the characters were a manageable size for me to draw.

So here's my current conundrum. I can easily do the backgrounds at this scale and find details to fill them. It's actually fun drawing at that size. But... I find that shrinking down sprites makes things a bit difficult. How can you make someone expressive if their eyes are only one pixel big? Oh, I know that some very talented people can do it, but I'm talking about me... who is used to drawing and scanning things to huge proportions and then scaling them down in Photoshop or Illustrator.

What do you guys think? Does my little robot pass inspection? Of course, he's just an inanimate drone, but still...
Now that I've got one character and given the floating drone a basic walk cycle, I should move on to the human character.
 
 Not as good. We need some serious anatomical work. While Tech needs to be tall and a little lanky,  I think he's crooked in more ways than one. And I don't mean morally. I've been trying to find a way to do a "simple" 3d stick figure so that I can get his scrawny proportions right. But that's another issue... and another post.

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