Batou667 said:
CrystalShadow said:
Like, Doom had heights for terrain, but in fact the levels were entirely 2D in terms of layout.
But then you got the Original Duke Nukem, where you suddenly had what appeared to be actual 3d layouts, with one floor on top of another.
As I recall though, this is a rather peculiar hack, in that to get to the upper floors actually involved some form of teleporting, and the various floors were in reality seperate parts on the same level stitched together in a clever way.
IIRC Duke 3D had some very weird physics made possible due to the not-quite-3D nature of its engine. One of the multiplayer maps made use of this, it was an arena that was basically a circular building with a corridor surrounding it - but to get to the same door on the building, you'd have to walk around the building *twice*, not once. The building had two different interiors depending on whether you'd gone around it an even or odd number of times. Complete and utter mindf*ck.
Another famous one is the observation that in Super Mario Brothers, the clouds and bushes are the same sprite.
Oh, yeah, I remember that. Super Mario Bros. Is an extreme example of storage space constraints.
Not like their artists couldn't draw more sprites, they simply didn't have any more storage spacd to work with.
Somebody I think demonstrated the source code also contained hacks to reduce duplicate code.
Mario and Luigi (and the fireflower powerup) are all palette swaps of the same sprite, and I can't quite remember, but I believe there's another terrain tile being recycled as well.
(possibly the ground bricks and vines... They do look similar..., not quite sure)
Basically, re-use everything. XD
The things that got done to work around hardware limitations huh.
Actually, that reminds me, the entirety of metal gear can be said to have started from something like this.
At least, if Kojima's GDC speech was anything to go by.
Apparently, Kojima was asked to create an action game (a popular genre in arcades at the time)
To do that, the minimum you need is 4 sprites; the player, at least 1 enemy, and at least 2 bullet sprites.
Unfortunately, he was asked to implement that style of game on a system which couldn't draw 4 sprites at once onscreen. (I know, right? sounds insane).
His solution?
Create an action shooter without any shooting.
And with that, the stealth action game was born. XD
All because the hardware couldn't cope with actual shooting going on. XD