Let me start off by saying, it’s been a very busy two weeks! Lots of interesting things have been happening and I would be lying if I said that it didn’t have an impact on Untold Story’s development. Thankfully for the past couple of days everything has normalised and now I can return back to the usual blogging and development schedule! Because of the short break away from development this dev-log will be a bit shorter than usual, but I’ve still got some cool things to show off!
This week’s development blog is about Untold Story’s environments, and how we’ve stayed relatively close to NES limitations yet utilised modern techniques to create a look which is familiar whilst incredibly refreshing!
First off, just to reiterate, Untold Story’s graphics are limited to NES-style in terms of tile size (8×8) and both colour palette (roughly 55 colours). In order to keep the game’s graphics as close as possible to NES RPGs, we’ve also got a slight limit on the amount of detail the environments can have. The problem with these limitations is that it can lead to quite flat-looking graphics, and make the world appear slightly dull. Naturally that’s to be expected, given our choice to use NES-style graphics, however there are two things we’ve done in order to make the graphics more pleasing.
- Populate the world with more furniture/objects
More objects in the environment make the world feel inhabited
The NES had limitations on how many different types of tiles the console could show. Thankfully, in these modern days, we don’t have such a limit! So we’ve popularised the world with a variety of different tiles. This makes the world a bit more interesting and exciting, as it means there are there are plenty of things to look at and examine.
We haven’t gone too overboard though, as we still want to retain some of the openness, and emptiness, of the worlds of NES RPGs.
Untold Story’s world feels alive!
Whilst we haven’t gone too crazy and created a dedicated, specialist, lighting system for Untold Story, we have come up with some solutions to imitate lighting and add warmth to the world. One such solution is to create light points, areas of the world which have a light shining on them, by using a semi-transparent sprite to light up the world. We’ve found that once we’ve added the lighting, it becomes incredibly hard to take it away, as it makes the world feel alive.
We’ve also animated some of the lighting, as you can see below:
This makes the world feel more alive and lived in!
We’re hoping that the environments of Untold Story will retain their retro, 8bit, feel whilst also feeling alive and modern!
Unfortunately I’ve got to leave it there for today! We’re hoping that we can be a bit more active next week, so stay tuned and remember to follow us on twitter @Candlight_S!
Thanks for reading!
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