Subject: RE: [stella] Role-Playing Game Development From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx> Date: Mon, 21 Jun 1999 13:09:04 -0400 (EDT) |
> simulation). This is, of course, not the same perspective as Ultima, but > reflective playfield is pretty efficient! (And the adventure engine has Reflected playfield is very efficient, adding quite a bit of graphical content with a very low computational kernel cost. > But think tiling a limited number of prototypes, and especially think color > coding to get more room. Haunted House, Superman, Raiders, the Swordquest > series, they all use these methods to some degree. An RPG in a narrower > scale like this has a more immersive feel than a wide perspective overhead. The key word here is tiling. Many, many NES games used that to create large worlds... the Legend of Zelda (and Zelda II) dungeons are great examples - Zelda II even used different images for "bricks" in each palace to make it look different. Metroid is also a great example. I'm gonna atttach my old RPG kernel prototype here, to make it easy for people to take a look. IIRC, it uses screen tiling for both playfield and player graphics. It allows 16 different playfield arrangements, and each screen can pick one of them and foreground/background colors. As for the scenery graphics, what it did was divide each screen into three areas (separated vertically), and each area would get filled by a particular tile, 3 tiles/screen. You could use a generic "forest" tile (I think this demo uses one tile twice) at no space cost. It also has one line between each tile, to be used for screen-sppecific events - that's the dude in the upper left on this screen. I think I remember calculating that I could fit a 16x16 screen world (like Zelda) with lots of forest/mountain/whatnot reuse into about 8k.
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