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On Sunday 03 February 2002 15:20, Michael wrote:
> I plan on making the background tile based but items such as trees and
> buildings will be sprites that can exist in any of multiple foreground
> layers to give the illussion of depth. I think I'll make game and level
> definition files written in XML and probably save game files also. Of
> course scripting will be done in Python as Python objects seem to be a
> perfect fit for such object oriented stuff.
Also, definitely check out stuff like Donkey Kong Country for the Super
Nintendo (www.snes9x.com for an emulator, google for roms). That game had
the best side-scrolling graphics that I've ever seen (around 10 layers of
graphics, looks very 3D-ish). If you made something like that with SVGA
graphics, it would probably beat the crap out of 3D junk like Quake or
Unreal. For some reason, today's game companies completely stopped
innovating. 90% of the games released in the past two years were standard
FPSs which really haven't changed at all since Doom. A couple have some
semi-interesting "storyline", although it is mostly very shallow. I'd say
that games were much better prior to the introduction of 3D, probably because
the technical side was easier and people focused on making the game good
instead of making the engine not crash and run faster than 14 fps.
--
-- Igor
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