- Lighting in an Isometric World – Part 1 – Update #18by leshyLighting in games Lighting in video games is a wide, involved and a complicated concept. There have been many ways to approach it over the years, always closely tied to the capabilities of the current hardware. In the age of deferred rendering, geometry shaders and PBR, lighting in 2D games seems almost trivial. There are … Read more
- Urban Legends – Update #17by leshyUrban Legend is a type of modern folklore. They are often told around campfires, on schoolyards or by the water cooler. Often in such a way that’s unclear how true and how made up they are. These are stories that happened to a “friend of a friend” or to a distant family member. Some of … Read more
- Combat Camera – Update #16by leshyWe have briefly discussed camera during exploration in Update #12, now it’s time to discuss camera during combat. Because exploration is done in real-time and combat is turn-based and because during combat the player is facing different challenges that during exploration, the camera control also needs to be a bit different. In practice there are … Read more
- Combat – Update #15by leshyElemental Enigma is 2D isometric RPG with turn-based combat. After months of improvements to quests, rendering and other important systems it is finally time to have a look at combat. Combat in Elemental Enigma is inspired by modern Shadowrun and XCOM games as well Disgea and Final Fantasy Tactics. Player controls a party of 1 … Read more
- System Requirements – Update #14by leshyWhen making a PC game one of the trickier tasks is to determine the minimum and recommended system requirements for it. Not only the absurd amount of possible combinations of GPUs, CPUs, memory amount and OSs make this complicated, but also the developer needs to ask themselves: “What is the game supposed to look by … Read more
- Character Animations – Update #13by leshyOne of the biggest benefits of making a 2d game is that in regards to technical aspects there is one parameter that has to be monitored and kept in budget – video memory, as opposed to 3d games where polygon count, level of detail, draw distance, animation complexity, lighting complexity as well as video memory … Read more
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