Anyone know any old school tricks of the trade when it comes to making a 3d video game (particularly a 3rd person game)? I only know a few, but I am looking for more tricks on lighting, level design, animation etc.
For instance, instead of modeling trees, they use flat planes that are rotated around to create the illusion of depth to save on processing time.
Another trick of the trade I remember is that shadows underneath a game character was just an ellipse shape with a gradient alpha channel (no real dynamic shadows, but it worked.
Modular design makes level assembly much more straightforward and fast. Use pre-built pieces to assembly variations of a level or game.
Fade to Black
No need for fancy video transitions. At a live stage play, lights off means the scene is finished. Lights on mean a new scene has started. If you don't can't integrate video into your game, just turn the lights off, re-position the camera, and then turn the lights back on.
You don't have to animate a character bending down to pick up an item. You walk over an item, it disappears, you hear the "zipper sound" the health bar animation advances to the next frame.
These are all I can think of so far, because I am new to making games and I can't recall some of the things form old games. Perhaps I should play an old game too. Anyone have any to contribute?
Edited by Tutorial Doctor, 23 December 2013 - 01:18 AM.