Blog week #1
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Herro! My name is Lukas Graff and I’m a 22 year old guy who studies Game design and graphics at Uppsala University – Campus Gotland. As a part of this course we are supposed to write a weekly post where we talk about our progress covering one artifact we’ve been working on during the week.
The big question has been to decide if the background is supposed to be divided in different tiles or if it should be a long loop of one big background. Struggles like how to render the sand to make it look representative and at the same time are able to be looped without giving the player a feeling of recurrence was a hard part. The first approach was to reflect depth in the background itself where the foreground was shaded in a way that it slowly disappeared at the horizon. After a few sketches (pic.1) this showed to be really hard when it comes to the looping part. Every single loop as well as object would need a lot of extra rendering when put together. It would also include that the parallax scrolling wouldn’t work the way we wanted.
After a lot of research and sketches of different approaches we decided that the best way to execute the problem with depth in form of parallax scrolling was to remove the idea where the sand fades at the horizon and instead make the background directly from the side (pic.2). This would also make it easier to make loop able tiles as well as adding existing objects, like stones and seaweed without the feeling of repetition. We will continue to go with this tile-approach and that we hopefully can test the parallax scrolling in-game before next week!
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