So i'm stuck in work on a boring Saturday morning, i thought i'd just talk a little bit about some of the choices I've made with certain parts of the game.
Art / Sound StyleAs this is my first game (actually second, but i never released my really buggy first attempt,) I'm not going to be able to garner the interest of any folk who may want to assist in any asset generation, so i'll have to resort to good ol programmer art (and i'm really bad.. lol)
That being said, my favorite computer was always the ZX Spectrum and i have a real soft spot for the art style and sounds (the 128k variant) created by the old machine.
So i'm going to style this first game in that format, sticking to the same 15 color palette but taking a little artistic license by extending the resolution (256×192) 2x and stretching the horizontal resolution to fit a 16:9 ratio, this will result in a internal resolution of 682x384 which i'll then resize to around 80% of the host resolution. I'm also planning on applying a CRT filter at a later point when i'm adding polish to soften it up a little and hopefully add the effect of signal bleed inherent with using the old RF leads on TVs
I'm planning on keeping to certain conventions of games on the spectrum, due to its video memory arrangement there was a phenomenon all speccy fans are well aware of, attribute clash, this was because the screen was divided into 8x8 blocks which could have a single background colour, and a single foreground colour from the 15 colour palette, so when sprites moved around, the backgrounds would have to be coloured as they moved, or they would inherit the background of the block they traversed. I'm not sure if i want to emulate this behavior, i kinda do, but maybe i'll have to give that a try in a prototype first, I've already worked out how that would work, but it has an impact on the assets and has to be decided on early in the pipeline. I do want to keep to the constraints of the 8x8 blocks though, so my sprites will fit into multiples of those dimensions, i'll also keep to just the 2 colours per 8x8 block too. The spectrum had no hardware rendering, so there are no sprite constraints per line or anything.
An example of these dimensions using an image from google would be something like this:
I'm aware there's not a lot to look at just yet, but i'm feeling like i'm close, and i really want to start talking more about it