I'll present here a few of the early thoughts I've had on how the game should be designed and implemented. These are very tentative, especially since i haven't even talked to the other people who will be participating on this project....
With this we come to an arbitrary stop. There are any number of reasons to go either way -- 2d or 3d. Right now I'm leaning toward 2d. I think that the speed constraint is important. I want people to be able to run this game on anything down to a pentium-60, perhaps even a 486. I'm not sure at this point how fast these things I'm talking about will be, so I don't know if a 486-enabled display is possible with the level of graphics sophistication I'm thinking about....
Let's see here. I have in mind a beautiful, ambitious pixel-based rendering engine the likes of which has perhaps not been seen before now. I think the reason it hasen't been seen is that 3d games have taken over the game market, and modern computing power has effectively been under-utilized for 2d realtime rendering systems. I think that great things could be accomplished with partial transparency and perhaps a few other tricks. I'm thinking dynamic clouds of smoke that billow when a ship zips though them, that kind of thing.... Maybe I'm being too ambitious, but visual and audial stimulation is one of the main goals of this project.
The question arrises of what the target audience should be on this project, both in terms of the people who will play it and of the computers they will play it on. I'll address those topics seperately.
A good way to approach the estimation of the audience computer's power is to estimate what the most powerful computer will be at the time of release. That will be the most power that anyone will have. The game should run exceptionally will on a computer like that. Now, I would say that a good measure of how well the game runs on a given computer would be the frame rate it is able to attain. The game will have adaptive rendering, giving a frame rate which will be faster on a faster computer, but overall game speed (how fast things happen in the game universe) staying exactly the same (as long as it is run on a computer fast enough to run the game at full speed with no rendering at all).
I want to talk about metaphors for a moment. Games are metaphors. When you play racing game, zooming your car down the track under the hot New Mexico sun, you aren't really zooming a car down the track under the hot New Mexican sun. You adapting to and following a set of ruls made up by a game designer somewhere. Those rules happen to identify in your mind with the idea of driving a car -- sometimes quite realistically. But just as a picture of a pipe isn't really a pipe, a game of a car is not really a car.
Now this may seem obvious or academic to you, but it is something that I think is important to understand about computer games (or just about any computer program or board game or whatever). Sometimes it is useful to talk in terms of the metaphor, and other times in terms of the actual rule set. So, for instance, in the preceding talk about frame rates, it would have been clearer to say that in the metaphor the speed stayed exactly the same, but in the rule set the extra speed made available by the faster computer was used up to make more rendered frames per second on the display.
Unfortunately, I'm not familiar with current details about new computer statistics, and I don't have access to a net connection at this moment to go find out. Well, if I remember correctly, the fastest chip right now is something like a Pentium III 500MHz or something like that. Of course, things will change a lot in the six months between now and the end of Winter term. If we believe Moore's law, we would get 21/3 multiplication in processor speed by that time, or ~1.26. That would be... um... let's see here... really bloody fast. Add in advances in video hardware, memory speed, hard drive speed, and any number of other effects, and we get an even greater change.
Now determining a lower limit for the computer audience is more difficult. I stated earlier that I would like to target a Pentium-60 as a minimum. The Pentium-60 came out in '94, I think, or maybe '95. Hey, that's not bad, now that I think about it, for it to work on a computer as much as five years old. Probably what we'll have to do is just go with a certain kind of rendering, and go with that, trying to eke out the best timing we can to get the lower limit as low as possible.... That seems kind of random and clumsy, but at the moment I don't really see another way to do it. On the other hand, at the moment it's 2:30 in the morning, so my brain isn't operating at top efficiency.
|
This page is part of the Jone/Stone Information Repository Last updated on September 26th, 1999 |