Graphics:Field Research
From Post-Apocalyptic RPG wiki
Stuff on graphics, how other engines handle tiles/sprites etc.
How similar 2d projects handle graphics
Out of This World
http://www.elitesoft.de/index.php?page=screenshots
Sudden Strike
No research done yet
Freedroid RPG
Open source, inspect their assets and observe how the use graphics: http://freedroid.sourceforge.net/.
- Each transitional tiles is a separate object
- Object shadows are separate sprites (regular pngs with alpha, the shadows are rather transparent)
VCMI Project
Heroes of Might and Magic 3 engine rewrite http://vcmi.antypika.aplus.pl/forum/portal.php I bet these guys could share some insights on how they did stuff - on how HOMM3 handles its art assets.
Geneforge 5 (and other Spiderweb games)
- tiles: each transitional tile between two different ground types is a separate sprite (no advanced sprite blending methods, like texture splatting)
- characters: no special methods, a single character is made of a single sprite
- sprites have simple, binary transparency
Eschalon: Book 1&2
- dynamic light effects
- night&day cycle
- torches light the surroundings at night. Per-tile lighting, objects on a particular tile are also lighted (single-tile walls are needed for this)
- characters are single sprites (with separate weapon sprites?)
- full alpha support, no binary transparency
- walls and ground are made from different layers. First you have the basic layer with ground and then another to place additional details, like rocks and flowers and similar. The approach is the same with walls. First you have basic walls, which are then enhanced with a new layer of details, like windows or torches or whatever you decide to put there. This makes for a very modular system with many possibilities to combine basic elements with details.
Fallout: Tactics
- has some sort of tile lighting
- full alpha support, no binary transparency
Diablo 2
- the map editor is a good insight in how the environment graphics are handled
- sprites have simple, binary transparency (still looks ace though)
Infinity engine games (Torment, BG2 etc.)
- Pre-rendered backgrounds for environment
- Character sprites made from multiple parts
- Night&day cycle
- sprites have simple, binary transparency
Lionheart: Legacy of the Crusader
- Hard to say about the environment. It looks very much like pre-rendered backgrounds, but could as well be made from ground + object sprites. Many of the objects repeat themselves and the ground also looks like it's blending different terrain types together. Some dungeon levels look like the walls are made from standard modules. The game also has many big, complete sprites to represent various things that couldn't be put together using module based approach, such things are buildings, ships and similar. In any case, the game features loads of graphical diversity.
- Characters are actual 3d models, but with enough anti-aliasing that they appear very sprite-like
Robin Hood: The Legend of Sherwood
- sprites have simple, binary transparency
- characters are single sprites (with separate weapon sprites?)
- pre-rendered backgrounds (very very nice graphics)
Handling terrain
These next games have an interesting approach to handling terrain:
- Settlers 3
- Widelands
- Age of Wonders 2
- http://aow2.heavengames.com/pics/media/WastelandEdit-hires.jpg (what kind of a grid is this?)
- That i believe, is a 3D extruded hex grid similar to what was used in Silver Tree, only it is displaying all the polys rather than the borders of the hexes--Eleazzaar 02:10, 11 March 2009 (UTC)
- http://aow2.heavengames.com/pics/editor/gallery/mountain07.jpg (hex grid)
- http://aow2.heavengames.com/gameinfo/combat/adjacenthex.shtml
- http://aow2.heavengames.com/pics/media/WastelandEdit-hires.jpg (what kind of a grid is this?)
The kind people of Widelands have provided documentation of such approach. Since Widelands is open source, the code could perhaps be used in FIFE, if we decide we really want to have cool terrain.
These also use some interesting terrain approach, but not sure if it's the same as the one above:
- Age of Empires 2
- The lost city of Malathedra
Visual references
These are visual references to inspire parpg graphics
Commandos 2
- http://img.metaboli.fr/products/1985/screenshot2.jpg
- http://www.sg.hu/kep/2001_10/commandos2_bemutato_02.jpg
- http://www.gamershell.com/static/screenshots/2759/43379_full.jpg
- http://image.com.com/gamespot/images/screenshots/dc/commandos2/commandos2_screen002.jpg
- http://www.actiontrip.com/reviews/pics/commandos2menofcourage2.jpg a nice example of ice to water transition.
- http://www.ausgamers.com/gameres/1212/images/source/Commandos2_3.jpg shadow cast on ice and snow is very blue-ish - this gives it a very ice-like feel. Other shadows are regularly tinted (black)
- http://www.ausgamers.com/gameres/1212/images/source/Commandos2_1.jpg see how the shadow of the character at the top goes weirdly over the ice cliff. Also notice the texture of the snow, it's not a simple white colour, but has bumps and details and it has hints of light blue colour.
- http://images.strategyinformer.com/screenshots/00000397.jpg
Commandos 3
- http://www.deafgamers.com/03screenshots/commandos3pic4.jpg
- http://z.about.com/d/compactiongames/1/0/l/F/commandos3l.jpg
- http://www.deafgamers.com/03screenshots/commandos3pic1.jpg
Commandos 1
- http://img363.imageshack.us/img363/1926/knifemk4.jpg see footprints in the snow. This probably played a gameplay role, if the enemy soldiers spotted your footprints and knew something was wrong.
- http://img389.imageshack.us/img389/7198/marinewq9.jpg
- http://imagenes.sftcdn.net/es/scrn/70000/70158/3_commandos3.jpg
Age of Empires 2
- http://www.activewin.com/reviews/software/games/a/conquerors/images/Shot1.jpg snow, but not a very good example. Too bright, too white, no blue tint. There are footprints in the snow though.
- http://static.filefront.com/images/endlrvwnjx.jpg
- http://www.gamershell.com/static/screenshots/2728/42592_full.jpg another ice to water transition. Also notice two types of water, one brighter and one darker - makes for a cool contrast and breaks monotony.
- http://static3.filefront.com/images/zuceyduiyq.jpg same as the screenshot above
- http://static4.filefront.com/images/jemcjfirsl.jpg nice mountains, impassable, not part of the terrain tiles, but a separate object.
- http://i285.photobucket.com/albums/ll77/WaReZRoCkeR/2n0soer.jpg two types of snow, one full snow and one partial snow with ground shown in between.
- http://www.activewin.com/reviews/software/games/a/images/aoe2_5.jpg at the left side, just below the bamboo forest, three different ground types meet. This is some sort of cool texture splatting.
Knights of Honor
- http://www.gamershell.com/static/screenshots/2945/47538_full.jpg it uses the same method as fallout did for displaying stuff behind tall walls/structures. It doesn't display it fully, the tall wall/building in front of it is still partially visible.
Robin Hood: The Legend of Sherwood
- http://i24.tinypic.com/fyix46.jpg this tower is very high, behind it you can see very distant land. The distant land is a background image and the characters can't go there, but it creates a nice sense of scale.
- http://stopgame.ru/files/wallpapers/2493/robin_hood_the_legend_of_sherwood-3.jpg another example of distant background. See the top left corner.
- http://stopgame.ru/files/wallpapers/2493/robin_hood_the_legend_of_sherwood-5.jpg and another, very nice example
- http://www.linuxlinks.com/portal/content/reviews/Games/Screenshot-RobinHood.png this is a pre-rendered background, but still shows a nice approach to handling interiors. The far wall is solid and has full height, while the walls and pillars that would normally occlude our view of the interior are cut away (not whole of their height is shown). This is a nice compromise between showing where there are walls and not occluding the player's view. Another game that used this approach was the sims http://www.simsarea.nl/wp-content/uploads/2007/05/screenshot_the_sims_1_cheat_command_prompt_klapaucius.jpg
Red Alert 2
- Warning - BIG screenshot http://cszyan.googlepages.com/ps.jpg
- Also big http://cszyan.googlepages.com/bd.jpg
- Yp, Again http://cszyan.googlepages.com/rr.jpg
- Tired of putting stuff in bold - big http://www.sg.hu/kep/2000_11/red_alert2_bemutato_01.jpg
Disciples 2
See: Disciples 2.
Cool Videos about 2d iso stuff
- elevation: http://www.youtube.com/watch?v=Fli3725M7UE&feature=related
- dynamic lights http://www.youtube.com/watch?v=5RVmKOtA3Mk&NR=1
http://www.youtube.com/watch?v=q020X3KcFl8&feature=channel
- cool terrain elevation thingy http://www.youtube.com/watch?v=QZ-9ALr3ygA&NR=1
- http://www.youtube.com/watch?v=WdlPdrVr4MY