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Sometimes it is amazing how many images are required for even a small video-game

25 pointsby SergeDavidabout 14 years ago

4 comments

alanfalconabout 14 years ago
Proper planning is key, both to ensure that you don't find yourself suddenly and unexpectedly needing 500 new images, and to find areas for optimization.<p>What's the value in having enemies have slight differences in appearance as they get close to death? Will players actually notice or care about this? In a 2D games, it probably makes a lot more economical sense to add some kind of procedural effect to show this, such as tinting them red, making them flash, or showing a bright red outline.
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hnsmurfabout 14 years ago
This is why video game companies hire more artists than programmers.<p>Counting frames is often not productive though, cut-out animations (which PvZ appears to be using) allow artists to render many frames from one base illustration and some extra work. They're not necessarily easy but they're often a large time savings over frame by frame.
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heuxabout 14 years ago
This is incredibly true. I've been making a flash game recently, and it's my first, but I've just been overwhelmed with how many images are required. At every step I'm realizing, "Oh damn, I need images for this. <i>Finds my graphics buddy</i>"
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limmeauabout 14 years ago
There have been some approaches to client-side image generation in computer games [1][2], but they're not very successful commercially.<p>1. <a href="http://ifarchive.jmac.org/" rel="nofollow">http://ifarchive.jmac.org/</a> 2. <a href="http://eblong.com/zarf/glulx/" rel="nofollow">http://eblong.com/zarf/glulx/</a>