Skip to main content

32 vs 64

I started to worry yesterday that the size of the textures involved with adding a lot of infantry types would start to put a drain on lower end graphics cards, so I had a think about how to deal with that.

One thing I did right away was to rationalize the number of animations. A lot of the ones I chose were not really that essential, so by being a bit ruthless I was able to cut it down to 8. By halving the number of animations I was then able to fit two infantry man animations on a single sheet.

I further tested using 32x32 pixel sprites instead of the current 64x64 pixel sprites:


It's difficult to see the difference at the normal level of zoom. You have to zoom in quite a lot of notice:


Now you can see the big difference. I think the 64 tiles are much nicer than the 32 tiles. I don't think it would be worth cutting them down that much in quality.

But since I will be loading the sprites from an external file, I'll think about including a set of low rez sprites for those who have an older computer.

I took a lot at some old infantry models I made for an earlier version of the game and decided not to use them. The newer ones, even though they are hastily made, look much better than the older ones. I'll be making all new models for the infantry.

Comments

Popular posts from this blog

Advice needed on tilesets...

I need some advice on which is the best way to handle building the dungeon. Right now I'm using prefabs for my dungeon, they have a north south east and west section for each "room": The basic tileset. This has several advantages, and also several disadvantages. Firstly I can have curved rooms, I can have tunnels and other interesting shapes. The tilesets can look quite nice with a little work. On the other hand I can't easily get the navigation data before building the map and once the map has been built I can't make changes to the layout, like having active pit traps or believable secret doors. Although the rooms are interesting, they are quite repetitive, and it takes a lot of effort to make even a few different variations. Also rooms are constrained to one size. A newer version of the tileset with a lot of variant parts for making more interesting rooms. To create a tile set is a real headache too. Planning how to lay out the UVs, trying to cra

Upstairs / Downstairs.

I've decided to make my prefabs multilevel. Later this should allow me to add pit traps and other great stuff. It also makes it easier to line up stairs so that you can exit them on the same co-ordinates where you entered them. The prefab editor is pretty much finished, it just needs some code for loading up prefabs from a saved dictionary, so that they can be checked or edited. The entries will need to be forwards compatible, so I'll be loading each tile and then translating the indexes to a new array, that way if I add extra indexes or extra info (like traps or puzzles) I'll be able to update existing prefabs to work with the new standard. Click for a video.

Video Diary 8

Things are moving along well, there's been a lot of progress on the action manager side of things. Actions have finally moved to the UI, so you can initiate actions by clicking the appropriate button. I've set up some dummy actions to show what happens visually when actions are taken, but the actual dice rolls and such are yet to be integrated. The UI objects are also being added, though some are non functional or empty at the moment. Click on the image to see this week's development video. Every time I add something big I also add about a dozen small things. Like the selection box visualization. Previously this was using render.drawline, and old fashioned Blender function which can be impossible to see at certain resolutions, or at certain frequencies. I replaced it with a function that adds planes of the right size and scale in the right location. I also made all characters a little bigger. I still need to do some work with vectors and final target locations t