Voyage of the Wanderer
In this section I want to explain the certain concepts/techniques that are used to realize different aspects of the game, such as graphics, music and game play.
Ideas, anyone?
Game Engine
The game engine will be programmed in Amiblitz3. I didn't write any line of code yet, but many libraries that will be used to develope the engine very fast. Later, there might be a Windows and/or Linux port, if I can find someone to do it, maybe BlitzMax would be a good language for that, since it is not too far from Amiblitz3.
The graphics for the floor/ground are 2:1 rectangle tiles that look like positioned in the 30 degree ISO perspektive. The source for those graphics are fotos and patterns generated by PerlinFX. They are not hand drawn, which saves a lot of time and generates a lot of details. They are arranged in several layers, so they can alpha-blend into each other and can have decoration overlays, such as grass or other flat plants.
Static Objects
Objects are mostly hand drawn to give some kind of art-work flair. Those objects are houses, fences, chests, stones etc. They come with an alpha channel, so they integrate nicely antialiased into the background. They are mostly splitted into the main image, the shadow image and the height image. To create more pseudo-details, they are not only colorized and shaded, they also get some texture. This makes the drawing style fit much better to the fotos and renders, which tend to have more small details than a hand drawing.
Plants and Trees
Since plants are not very unqiue drawings, and we need tons of them, they are not hand drawn, but generated by a little tool called TreeGen. TreeGen renders according different rules a tree or plant graphic, that will be post processed in a graphics program and stored like other objects with a shadow and height image.
Because characters need to be displayed in so many animation frames (much more than 100 frames), it is nearly impossible to draw them manually. The solution here is to model the characters in 3D and render the animations. Similar to static objects, they can consist of the main image, a shadow and a height image.
The music will be stored in mp3 format, so the game is independent from the program that was used to generate the music. It will certainly blow up the archive size, but anyway... Some "music" scores are acutally no music, they are background sounds like cicade cirping or wind. From the engine point of view, there is no difference. Music will be faded in and out depending on the location of the player within the map. Therefor, the map editor can place "loudspeakers" in the landscape. If the player comes close enough to the speaker, he will hear the music.
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