Improving RAM For Hand-Drawn Pseudo-3D Graphics

I keep thinking about better ways to improve my method for pseudo-3D hand-drawn graphics in games. It isn’t a very advanced method, and yet expands older methods that have been abandoned decades ago, creating traditional animation in 3D games in ways that computer animation has still be unable to mimic.

The problem with it? Never mind how it looks (I am not a professional animator in any sense, that it looks as good as it does with my ability alone is enough to convince me of its potential). It takes a lot of work to animate (still less than the typical animated film, which is hardly a comparison). More importantly, it takes a lot of RAM and hard drive space. Unlike CGI models, where the animation takes less data than the model itself (and thus animations can be added to a model with less concern), my method multiplies RAM used with every frame of animation. Every frame is its own, hand-drawn texture.

Add that there are different perspectives of one character (currently 24 in my latest version). If I have one animation with five frames, that’s 24*5 = 120 frames. If I have several animations, or add more frames for smoother animation, you can see how one character can have thousands of hand-drawn frames.

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Animation Test – Running – March 19, 2014

Ok, here’s some actual evidence of me doing something towards game development. A rough test animation of a character running, as seen below.drew_test_001

It’s a little better than how “James” used to look when running, but the legs/feet still aren’t quite right, and a few extra frames could do wonders. The top part of the body bobbing up and down is a nice touch, though. Not bad, but I should try again to improve this a little more.

Oh yeah, obviously this isn’t “James.” Who is it? Stay tuned…

Modern Hardware Requirements…

Recently, “Titanfall” released. The poster child for Xbox One (despite still not really making use of that mandatory Kinect camera, and being multiplayer only), it’s certain to sell a few million this month. It’s also being released on Xbox 360 and PC, and according to recent articles, it requires about 48 GB of hard drive space to install on PC.

Similarly, Watch Dogs, Ubisoft’s newest action adventure franchise, is said to look fantastic on PC (with high settings), but requires a minimum of 6 GB of RAM, 25 GB of hard drive space, and a quad core processor to run.

These are large requirements. What happened to being able to run PC games with only 2 GB of RAM, on a Intel dual-core? Why do you need so much hard drive space, when most games used to require so much less?

Times are a ‘changing, folks. All thanks to next-gen.

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Kickstarter Funding Goals (How High Is Too High?)

Kickstarter is a fantastic site. Crowdfunding is one of the greatest inventions of the last decade.

Many people use this as a method of getting extra funding for their projects. But how much funding is too much? Who should be using Kickstarter?

Dan Crawley of “Gamesbeat” writes a fantastic article about the subject, and how larger developers using crowdfunding can both hinder and help smaller bedroom indies. Larger developers, with better experience with PR and marketing, can get in most of the viewership they require. But despite this, their funding goals are sometimes too high, and they simply fall short of their goals.

 

Contrary to popular belief, this is not what Kickstarter.com looks like (image from VentureBeat.com)

Contrary to popular belief, this is not what Kickstarter.com looks like…

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48 Until End of Kickstarter… Plus New Art For “James – Journey of Existence”

My Kickstarter for “James – Journey of Existence” (http://kck.st/19wTNSh) has only 25 backers so close to the end, which is a little embarrassing, when the beginning had so much promise. On the other hand, the new IndieDB page for “James – Journey of Existence” (http://www.indiedb.com/games/james-journey-of-existence) already has 4 followers after about 24 hours of being up, so it seems an easy and safe simulation of how a Kickstarter would play, given the growth in community rises at almost the same rate.

There were several things wrong with the Kickstarter campaign. One major one was the current quality of the game itself: the environments were bland, the animations were crude, and the character designs were lacking. Art is in the eye of the beholder and some have truly loved the game’s style so far, but I can’t argue with the masses. And here’s my first step in fixing that: new character designs for James!

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