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Re: Standard Game Graphics
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: Elijah Meeks <elijahmeeks at yahoo dot com>
- Cc: Jim Kingdon <kingdon at panix dot com>, <xconq7 at sources dot redhat dot com>
- Date: Fri, 3 Sep 2004 13:18:06 -0400 (EDT)
- Subject: Re: Standard Game Graphics
On Thu, 2 Sep 2004, Elijah Meeks wrote:
> agree that it should be a group decision. The one
> problem, which I believe Jim pointed out and proved
> true, is that it doesn't look so good at the 16
> unit/hex resolution.
Jim brought up a valid point, and I suggested a custom image
family (i.e., one that specifies alternate graphics at lower
resolutions) as a way to deal with it.
> 1. Make specific imf 4 4 definitions that reference
> the old silhouettes, because they're more recognizable
> at that resolution.
This might work.
> 2. Set unit limits per hex at four, which is the max
> amount of Trident units in a hex that are still
> recognizable and look decent.
This could severely alter gameplay. I would lean more towards
option 1 than option 2.
> Eric's Occupant Dialog Box Fix is out... Right,
> Eric?*
We'll see. :-)
I am still getting accustomed to working on the SDL interface, and
building up various tools to help me hack on it more easily. I
haven't yet shifted into high productivity mode with it.
Also, I think I am going to try the unit magnification approach
first, before resorting to a dialog box.
> still think we need a forum. And a better webpage
Can't argue with that.
> And salaries for game designers. And
If you can get me a salary to work on Xconq or some derivative
thereof, that would be great. :-)
Eric