Post 9vDl51LH4CjoOC3YJs by cidney@mastodon.gamedev.place
(DIR) More posts by cidney@mastodon.gamedev.place
(DIR) Post #9vBf3zX3K5FiRdluGe by sean@social.deadsuperhero.com
2020-05-19T00:04:11.560722Z
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I'm debating redrawing my game sprites at a higher resolution, to provide better graphical details on things that are harder to draw at lower resolutions. But I feel conflicted, 320x200 is classic Sierra adventure game res. And more complex sprites means more effort during the animation stage.What do?
(DIR) Post #9vBxb7ZyDuiG8L5FEu by freedcreative@merveilles.town
2020-05-19T03:29:55Z
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@sean I'm gonna say stick with 320x200 because double the pixels is going to be more like quadruple the time. I think keep yourself free for all the other work that's going to have to go into the game.
(DIR) Post #9vBxixug2s36TIVdzM by sean@social.deadsuperhero.com
2020-05-19T03:33:16.970062Z
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@freedcreative yeah, you're not wrong. I've just been feeling the trade-off pain of developing initial animations and realizing how much detail gets lost at certain sizes.Though...it's perfectly possible to develop larger sprites in the lower resolution to compensate, if I'm willing to go a more LucasArts direction.
(DIR) Post #9vC0Q5TfzpN0IDZOVc by cidney@mastodon.gamedev.place
2020-05-19T04:02:45Z
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@sean Wait until you finish before thinking about redrawing assets.
(DIR) Post #9vC0S1wu5Q3DvcAQj2 by sean@social.deadsuperhero.com
2020-05-19T04:03:51.043099Z
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@cidney probably good advice, but I made a grumpy face in response to your good logic
(DIR) Post #9vDl51LH4CjoOC3YJs by cidney@mastodon.gamedev.place
2020-05-20T00:12:46Z
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@sean Hehe, sorry about that. :pWhat's the specific problem you're running into with the thing that's harder to draw? (Can you do a closeup or something to show more detail?)
(DIR) Post #9vDmAPrfQ78xqXLPrU by sean@social.deadsuperhero.com
2020-05-20T00:33:06.494989Z
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@cidney I think part of the challenge is that it's difficult to capture the level of detail that I want for character sprites, but that's not the only issue. Part of the challenge of designing the look and feel for a game is that, in the beginning, all definitions are elastic and subject to change. Everything from sprite dimensions to room designs to inventory items all kind of loosely affect the look of one another, so everything kind of feels uneven and chaotic in the beginning. This can feel discouraging sometimes, especially when things like animation requires a ton of work.
(DIR) Post #9vIPQulyxQxVALoci0 by cidney@mastodon.gamedev.place
2020-05-22T05:35:40Z
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@sean That seems like it could be paralyzing. (One of the good things about gamejams is that the time pressure makes it hard to overthink things like that, since you need to make a game in a short period of time.)In general, if you're doing pixel art, low-res character sprites aren't bad (you can always include portraits to show more detail).