I’ve been thinking about what I’ve been writing about these games and wondering if the info I’ve provided will actually be beneficial to my EMP. Obviously, each one of these provides me with an accumulative drive which I need to kick-start this project, and I can learn from each one even if I haven’t made it obvious whilst showcasing them. Over the past four days I’ve been ploughing through Gabriel Verdon’s Devlog on TIGcourse (currently on page 44) and taking pages of notes on the direction of development and the stages he went through, stealing many of his production images to help me with my own. I’m hoping that somewhere between concentrating on these other great games I will end up with a resulting brilliant and solid idea of my own, which is something I’m unfortunately lacking. And the project start is looming…
I think how these games will really help me will be evident when it comes to applying the useful stuff to my own creation. It’s easy to look at how other developers are using sprite sizes and resolutions for example, as well as art direction and the implementation of Game Maker functions in the case of GM made games. So I will probably be constantly referring back to this list during my own development, or that’s the plan.
Today, something slightly different. So far, I’ve looked at a lot of home-made side-scrollers from some really inspirational guys, however Fez by Polytron inspires me in its hugeness and uniqueness.
I’m pretty sure I referred back to this all the time during the specialist project, as this is another game currently in development and its nice to be able to watch it grow. The main reason I like Fez is its art style, a unique application of pixel art into a world of squares and straight lines (even the clouds are made of blocks).
Like Sword & Sworcery EP, Fez adds to the pixel style with anti-aliased shapes and lighting, evident mainly in the gradient across the sky. In his TIGsource devlog, Gabriel Verdon admits to using similar shading techniques in The Archer, especially to add a sense of depth to platforms. What’s mostly interesting about this game is that it is actually 3D, with only 2 dimensions ever appearing on screen at once unless the view is being rotated. It’s the first time something like this has ever really been attempted, which has resulted in an unexpectedly long development time. It would appear through the complex nature of the game that it probably uses large textures rather than tilesets, although tiles appear to have been used on some of the textures as homage to the old games which have inspired its pixel artiness. The main character Gomez also never rotates and always appears in 2D, so it’s probably that he has been animated using frame-based animation, as well as many other animations throughout the game.
The style of imagery works so well in Fez because it is consistent. All object have been made to look very square, and small colour-ranges have been applied to any one scene. Here, the colour scheme uses many bright blues and greens, but in more hostile areas darker colours have been applied. It would seem that commitment to the style entirely is key to gaining recognition.
EDIT: I’ve also just discovered that a TIGsource devlog exists for Fez, and I am now more than excited to go through those 145 pages…