Graphics field research

Stuff on graphics, how other engines handle tiles/sprites etc.

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

Fallout: Tactics

 * has some sort of tile lighting

Diablo 2

 * the map editor is a good insight in how the environment graphics are handled
 * http://paul.siramy.free.fr/_divers/ds1/dl_ds1edit.html
 * http://www.allegro.cc/depot/DiabloIIMapEditor/screenshots
 * 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

 * Pre-rendered backgrounds
 * 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
 * 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?)
 * http://aow2.heavengames.com/pics/editor/gallery/mountain07.jpg (hex grid)
 * http://aow2.heavengames.com/gameinfo/combat/adjacenthex.shtml

The kind people of Widelands have provided documentation of such approach.

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
 * http://www.ausgamers.com/gameres/1212/images/source/Commandos2_3.jpg
 * http://www.ausgamers.com/gameres/1212/images/source/Commandos2_1.jpg
 * 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
 * http://img389.imageshack.us/img389/7198/marinewq9.jpg
 * http://imagenes.sftcdn.net/es/scrn/70000/70158/3_commandos3.jpg