In this thread, I will be explaining some random thoughts that come to mind, and also take people's opinions on subjects. I estimate in about 4-6 more weeks I will have the bulk of the code finished, and will release the first beta. Hopefully about a month after that, 1.0 will be ready to go along with my first game demo.
Recently, I have made a couple changes to my initial plan. I was thinking about making the on screen resolution 640x480, which is what the Playstation used by default. However, earlier today, I started to think that was too high.
See, M3 is a toolkit and engine for creating 2d cRPGs, similar to the SNES era Final Fantasys. Dungeons in these games were created by mapping together tiles. Tiles have the advantage of being easy to make, easy to use, easy to code, and low on memory requirements. Heck, the NES used 8x8 tiles for ALL its graphics because they offered several advantages. The tile is the atom of a map.
The tiles in M3 would be 16x16 pixels, and could be full color, including transparency, and animated. This size is small enough to give detailed maps, but large enough to be useful (a 1x1 pixel tile would give arbitrary detailed maps, but would be a hell of a time to make, likewise, a large tile gives little map detail but is easy to lay out).
At 640x480, 40x30 tiles would be displayed on the screen at once. At first glance, that sounds good: you could have huge, detailed maps. But it also has several disadvantages:
- Huge maps take a long time to design and create. More detail means more time your artists and level designers need to spend to finish something. At that size, even simple little caves could take days to complete!
- With that many tiles displayed on screen at once, the player would be able to see a huge section of the cave at once, unless it is obscenly big (see point 1 for the troubles there). Remember lots of the fun of cRPGs is finding your way through the mazes alive. Dead ends are pretty useless if you can see them as soon as you enter the dungeon!
- In the program, that would be at least 1200 animations running at once. It would not be too big of a memory problem, since the animation code shares most its frame data, which eats most memory, but it would be a display problem, especially on slower processors. Every 50 milliseconds many of those animations will need to be redrawn to keep up with real time. That means 1/24 of a millisecond for each animation to be drawn in worst case! Modern graphics cards and computers are fast, but that is alot to ask on older machines.
I could go back to the 320x196 resolution of M2, but that seemed too small. I started to look at some of the games with which I hope to compare when I am finished.
Final Fantasy 4 and Chrono Trigger on the SNES both ran at a tiny 256x220 and looked fine. Phantasy Star 4 on the Genesis, a graphical beauty incorporating most the look I seek to acquire, ran at a measly 320x224!
Seeing those numbers, I decided I could slash my resolution in half and be better off for it. M3's game window will now be 320x240 pixels, which is 30x15 tiles: much more manageable for content creators and 450 animations being drawn is much easier for older computers to handle
A resolution of 320x240 is unheard of in modern gaming, but it is excellent for 2D style sprite and tile games. I am certain this decision will be better when the game becomes playable.
Also, looking farther down the line, I am pondering the battle system. Should I go with ATB, like Final Fantasy 6? A turn based moving battle like Lunar? Classic turn based like Dragon Warrior 3? Or perhaps a combination of ATB and moving characters, similar to Growlanser?
Or, of course, I could make multiple engines or a whole new innovative combat system. Any opinions on preferred combat systems?