
my point of view is a bit more different : 640x400 is low res for me, 1280x800 is high res... but no DM clone can handle this...

Yes, of course 640x400 is still low res. Maybe it's not far enough away from 320x200 to make that much difference to old school gamers? 1280x800 would certainly make going high-res much more worthwhile and noticeable!linflas wrote:my point of view is a bit more different : 640x400 is low res for me, 1280x800 is high res... but no DM clone can handle this...
Gambit37 wrote:I hear you all
I have a strange problem when I come to personal projects: I start things that are way too big and am such a perfectionist that 'good enough' is never good enough! It's even stranger that In my professional development life I subscribe to the "release early, release often" mantra and yet have never applied this to personal work. Weird.
Anyway, I shall have to think about this. Some issues strike me:
1) I have created a lot of high res stuff already, it seems a shame not to use it
2) Some of the key parts of the game require special graphics prepared for certain effects. Since these need to be created anyway, it makes sense to do them at high-res first
3a) I considered mixing and matching high and low res and experimented a bit but it looks, well, very weird. There's a mismatch in RTC with this problem already. Look what happens to wallitems when they are scaled in the distance (an alcove for example) -- they look much cleaner and higher res than the walls themselves and look out of place.
3b) It might be possible to mix/match in a way that works -- low res for everything in the player viewport but high res for the interface.
4) Even if I go low-res, I would still need new wallsets. I'm really not too keen on using the original DM walls as they've been overused and even the DM2 walls aren't right for this project.
5) Low res versions of the monsters I've created (from lead miniature photography) just look an awful mess unless you also then clean them up with pixel painting. This is so time consuming that low res would almost certainly mean using creatures from other games -- which takes away a lot of the uniqueness I was going for.
But yes, in principle, doing the gameplay is more important. Now, I have to work out how to get bits and pieces of hundreds of test dungeons into one big file... that's a job and half in itself!
Ancient Egyptians would disagree with you. Anyway, wow, if you're taking things to that extreme, why are you playing old school, unrealistic retro games?Jan wrote:you cannot build a ceiling from stone blocks (without using an arch structure) - it would just collapse