Golden Land Game Elements
Part 1: Graphics
2002-10-29
In this series of Golden
Land features we cooperate with publisher Russobit and developer
Burut to tackle a single element of the game at a time. The
feature is split up in an overview of the feature and a short
Q&A to get more detailed information about some of the
mentioned aspects.
Overview
Golden Land has many different locations ranging from large
cities to small forests. The graphical composition of any location
in Golden Land depends not only on the region of the world it
is in but also on the current season while you are visiting
that area. As such it's easy to distinguish the different locations
in the game like the seaport, the desert or the middle zone
of Golden Land, but each of these locations will also look differently
depending on whether you visit there in the winter or the summer
time.
All of this became possible because of the new in-house engine
AGE which has following graphical features:
- The areas are constructed without using tiling technology.
Instead high polygonal modeling is used to create them after
which they are optimized manually. As such it is still possible
to realize multilevel locations with slopes and valleys.
The results is that the game locations looks much more realistic
and pleasant to view than when using low polygonal models
combined with a real-time renderer.
- An original algorithm for interacting with the dynamic
world, like other characters, spells, items that move etc.
This creates a strong detailed landscape and the illusion
of a 3D world.
- Dynamically changing the content in certain areas depending
on the actions of the player and the NPC's.
- Software sprite rendering support (addition, subtraction,
mixing with various coefficients and others) that allow
our designers to make their ideas come to live and achieve
some of the qualitative high magic scenes.
- The player characters will be visualized depending on
the weapons, armor and clothes they are currently wearing.
- Support of weather effects such as snow, blizzards, sand-storm,
rain and lightning. The look of these effects and their
frequency depends on the seasonal and geographical location
of the area you are currently visiting.
- A changing clock, indicating day and night.
- Animated sequences that bring the world to live such as
fire, clothes drying and moving in the wind, water surface
effects etc.
- Optimizing the script cut scenes during the game.
- Changing the screen resolution
The graphical system requirements for the game are not so
high to modern standards. The engine will work normally with
all DirectX 7 compatible video cards that also support 800x600
resolution or higher and 15 or more bits of color depth. The
3d accelerator allows watching the weather effects and the
clock going round, but it's not necessary.
Q & A
RPGDot: Just for my comprehension. You create a high
3D polygon world and then modify it by hand to convert it
to 2D? If so then the world is still flat. How do you implement
height differences then? Or can't the character be on a different
height then others?
Burut: No, the 3d model is rendered to a 2d resulting
picture that will be completed manually after that. Due
to the chosen perspective and the algorithms used for checking
each of the object's depth we can show the effects of different
heights the objects are at.
RPGDot: Are the characters in 2D or 3D?
Burut: All the game characters are in 2d. They look
differently depending on what they are wearing due to the
dynamic rebuilding of sprite sets in the engine.
RPGDot: Are there just different areas with different
seasonal effects or, when I stay long enough in one area,
will I experience the change in seasons in one location? How
long (in real time) does it take for a day to pass in the
game and how long for a season?
Burut: Yes, if you will stay in one location for
a long enough time, the weather will change in relation
to the season. At the moment the gaming time differs from
real time in proportion 60:1. I.e. One gaming minute in
Golden Land equals one second of real time. So, the real
length of the season (three months) is 36 hours. This speed
of in-game time is not final yet, so it can change in the
release version.
RPGDot: What resolutions are supported? And can I change
them while playing? or do I need to restart the game first?
Burut: Golden Land supports 800x600x16 bpp and 1024x768x16
bpp. And yes, you can change the resolution without restarting
the game.
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