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working backwards: A 2D platformer game?...

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cr88192

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(started writing a post, but not sure if this makes much sense as a post...).


currently, I have a 3D game (FPS style), but also a bit of a problem:
it kind of sucks, pretty bad;
I don't think anyone really cares.

I also have a few drawbacks:
not very good at 3D modeling;
I am worse at map-making (hence... why I ended up mostly using voxels...).

but, I can do 2D art "acceptably".


I was recently thinking of another possibility:
I instead do something "simpler" from a content-creation POV, like a platformer.

the core concept would be "basically rip-off something similar to the MegaMan games".


the next thought is how to structure the worlds.
I was initially thinking of using single giant PNG images for content creation, but ran into a problem: to represent the whole world as a single giant graphics image (with a 1:1 pixel density mapping with current monitors) would require basically absurdly large resolutions, and the graphics editor I am mostly using (Paint.NET) doesn't really behave well (it lags and stalls and uses GBs of RAM with a 65536 x 8192 image). note that it would probably need to be carved up by a tool prior in-game use (so that it can be streamed and fit more nicely in RAM).

another strategy would be basically to compromise, and maybe build the world as a collection of 1024x1024, 2048x2048, or 4096x4096 panels. each panel would then represent a given segment of the world, and is also a more manageable resolution.

if using 4096x4096 panels, it would probably still be needed to carve them up, mostly to avoid obvious stalls if demand-loading them.

the drawback: mostly having to deal with multiple panels in the graphics editor.

partly it has to do with world pixel density, as my estimates showed that a 16-meter tall visible area, with a close to 1:1 mapping to screen pixels (and a native resolution of 1680x1050 or 1920x1080), would use around 64 pixels per meter.

alternatives would be targeting 32 or 16 pixels/meter, but with the drawback of a lower relative resolution.

or, alternatively, using tiles instead of panels (but, for this, I would probably need to go write a tile-editor or similar, or use the trick of using pixel-colors for panel types). could consider "frames" to allow for larger items if needed.

if using tiles, 1 meter is most likely, or maybe 4 meters as a compromise between tiles and larger panels.

not sure if there are any standard practices here...


as for gameplay/logic, probably:
character walks left and right, can fire a gun, optionally with up/down aiming, and can also jump;
enemies will probably walk back and forth, fire projectiles if the player is seen, or other behaviors, probably with anim-loop driven logic.

unclear: if using a client/server architecture makes sense for a platformer, or if it is more sensible to do it with gameplay directly tied to rendering? (does anyone actually do network multiplayer in platformers?...)

more likely I could just start out by having partially disjoint render-entities and game-entities, with the option of switching over to client/server later if needed.

could consider this time writing the game-logic primarily in my script-language.


does still seem a bit like "more of the same...".

can't say if this will go anywhere.

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For the levels, just use either tiles or make the world out of objects. In either case you'll be dealing with relatively small graphics (no choking) and you can reuse them (less memory needed overall).

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For the levels, just use either tiles or make the world out of objects. In either case you'll be dealing with relatively small graphics (no choking) and you can reuse them (less memory needed overall).

 

yeah, I ended up more leaning mostly for tiles.

 

still deciding between 1 meter and 4 meter tiles, but if using tiles in the first-place, 1 meter makes the more sense.

 

 

objects is an interesting idea I had not considered.

I am guessing the basic idea would be like: "ok, put an image (or whatever else) at this location having this size with these properties? ..."

 

yeah, that could probably work...

 

I guess, if going this route, I could also add maybe a "physics depth" and "parallax depth", where physics depth would influence collision behavior, and parallax depth would influence the relative amount of translation as the viewpoint moves.

 

would probably need to go write a world-editor though (could probably share the same code as the engine).

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minor update: basic prototype has been thrown together, currently using 1 meter tiles.

 

main reason for using tiles, at least initially, was mostly due to the relative ease of using a graphics program to draw them out. I also have a character sprite (with basic animations).

 

next up, maybe some enemies and similar.

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