I have an idea for a little tech-demo of a LAN team-based isometric shooter kind of game. I'm only interested in the concept at this point so I'm not putting much effort into this visually nor design wise. Once it's in any shape me and some guys at work are going to play test it. That poses a problem. There are screens of all sizes around here. My idea was to have the user scale the screen to whatever size he/she wants and then draw however much fits on the screen. BUT that's unfair during a multiplayer game, no? I mean, the larger the screen, the further you can see. On an 27 inch iMac you could see A LOT more than, let's say, on a 1024x768 screen. I like my graphics pixel-perfect so scaling art assets based on the resolution seems a little ugly to me. Also, scaling might mess up the isometric rendering. Or what do you guys think? How are situations like this usually handled?
edit: Or is this more about clever game design, so it wouldnt matter how much each player sees. The aiming eg. could still be limited to a small circle around the character?
Thanks in advance,
Eigen
Screen size for a multiplayer 2D game
Maybe think about having a fixed size screen? This would give a big screen for users with a small screen, but will give users with a large screen the same size. Worst case for the users with big screens, they can change their resolution
I may have, rather idiotically, forgotten to add that it's windowed mode I'm talking about. Fullscreen would work pretty much on every screen. What I did was add scaling to it. I have a base size of 320x240 and a scale factor, either 1, 2, 3 or 4. Not the ideal solution, but that way most screens are covered. Windowed mode is better for this game I think.
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