March 2010 update

I’ve made some minor adjustments to the game lately, but nothing really worthy of packing up a new demo yet.  I added some butterflies to the forest, added some basic joypad support… eh.

Recently, we’ve started questioning why Artemis is an 800×600 resolution game.  We’re both big fans of low res pixel art, and the game is heavily influenced by role playing games for the SNES (256×224 res) and Gameboy Advance (240×160 res).  So why did we ever make this game so high res?

At this point, lowering the resolution of the game would be a major undertaking – because it’s something I never planned for when programming the engine.  But we’ve talked about it, and we can both see some obvious benefits.

The pros:

  • We both prefer a lower res style.
  • It would be faster to make sprites and tiles for the game.
  • The game would run at a higher frame rate, which which give me the option of including features like weather and a day/night cycle.  These features were previously in the game, but they caused too much slowdown in high res.
  • The visual style would fit better with the audio style we prefer.
  • Overhauling the project would give me an excuse to redo some of the things that have been bugging me, like the menus.

The cons:

  • It would take tons of time to program this.
  • It would mean getting rid of all of the graphics currently in the game.

I’m still not 100% sold on this, but I might start playing around with some code.

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