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Even though the background was early, I wasn't entirely satisfied with
the direction. It looked too cartoony and literal, with clear outlines.
All
along I'd wanted to do something abstract or different, not to make it look
like a literal, clear depiction of a place. It can be hard, though, not to get
in a very literal mindset, when the things you're producing are discrete and
defined. Especially in games, where you are generating discrete objects with
explicit functions. But I wanted things to flow together more.
I was thinking about the foreground/background issue, and how to
differentiate them more. Maybe the foreground would be rendered in higher
detail than the background?
And background objects would be roughly-defined,
with ambiguous edges. In other words, the more gameplay relevance something
had, the more detail it would have.
Objects with no gameplay relevance would
dissolve into the atmosphere, contributing aesthetically but not intruding into
the player's perception of his physical surroundings.
This painting convinced me it could work. The blue from the sky merges
into the leaves of the tree, as the green of the leaves merge back into the
sky. Just above the door, a tree is shrouded by a blue haze, which also drifts
right...
But how was I going to take this painting and break it down into
components without destroying its improvisational, case-specific nature? It
wouldn't suffice to bring in the whole painting as a flat background and just
wallpaper the level with it. I wanted the backgrounds to have depth, with a
prominent parallax effect, so far away objects would drift by slower than
nearby objects.
With edges irregular and often undefined, how was I going to
decide where objects started and stopped? Creating a cohesive, intermingling
impressionist background with discrete cut-out shapes was a challenge I
continued to grapple with all the way through the project.
Here are some pieces of the sky getting edited in Photoshop. I
feathered the edges with the eraser tool so they'd appear contiguous when
overlapped.
Trees.
All the background elements for World 2 were ready to go...
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I look forward to such articles in the future.
Good Article, great principles.
Ensuring aesthetics do not dominate the player's perception of the world, highlights the game design philosophy.
Would love to play this one.
A.
What language did you program the game in. I know XNA Creators Club really focuses on C#, but does XBLA allow C++?
Thanks.
If there were screenshots of, for instance, one of the spike floors in the game, that would probably be a different collision type again (so that the engine knows that when you collide with it, you're supposed to die).
The more you know!
XBLA to some extent is language agnostic. Most of the games up there are C/C++ but there is one game in C# (Schizoid).
Xbox Live Community games, on the other hand, must be built with XNA Game Studio and written in C#.