Nexus City Fridays, 3rd Dec

This game is really starting to come together! Pretty much everything I’m adding to the game at this point requires me to do something new with code or scripting, so progress up till now has been a bit slow. Once I’m finished this first area, though, I think I should be able to quickly catch up with Jonas’ script.

Given the sheer amount of text in the game, I’m thinking of mixing resolutions and using a higher resolution font for the textboxes. What do you think? Good idea or not?

I’m off to London this weekend for a super cool game jam, and with any luck I should have a new small game for the sidebar when I get back. (If you’re around London and have the weekend free, why not join us? There are still some places left!)

* 6 Comments

6 Comments so far

  1. Zero on December 3rd, 2010

    Dan Remar did something similar with Hero and Hero Core, kind of. If you pay attention, the graphics are 2x scaled, which makes the motion smoother in terms of both graphics and gameplay. I don’t see why you couldn’t use the same trick and make the fonts in the text boxes more readable/allow you to add more text. I’m not sure whether I’d even notice, personally.

  2. charlie on December 3rd, 2010

    Nobody has ever notices the inconsistencies in Space Phallus’ visuals. I say go for it, and see if it works.

    Cheers
    Charlie

  3. Gregory Weir on December 3rd, 2010

    I’m all for mixing resolutions. I liked what you did with Pathways — it inspired my own How to Raise a Dragon — and I think this is a perfect place to bend a few arbitrary restrictions.

  4. Terry on December 3rd, 2010

    You’re all quite right; I tried it out and it looks far better 🙂

    I’m thinking I’ll even try using a smaller font entirely and having floating textboxes appear relative to talking characters.

  5. SoulEye on December 4th, 2010

    Use your 5x1px font and the rickroll text as a puzzle!

  6. Zero on December 4th, 2010

    @floating textboxes: That actually sounds pretty neat. It’s a nice stylistic touch; seemed to pop up more often around the RPGs of the 32- and 64-bit era.

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