The programming bug has bitten again. This is bad. I’ve got other writing I need to do. My Wolfenstein series ends in two days. If I don’t get the next series done then you folks won’t have anything to read on Thursdays. Still, this project got stuck in my head and after a week or so of not working on it I realized I wasn’t getting anything else done because I was spending all my mental energy just trying to not think about this. Now I’m hoping that if I put a few days into this I’ll be able to think about other things.
A lot of things brought this about. My time with Grand Theft Auto V has got me thinking about the problem of crafting urban gamespace and the terrifying expense and complexity of the problem. My friend Paul got me thinking about programming again. Out of the blue, a couple of people sent emails mentioning or asking about Pixel City, a project I did way back in 2009. Also, I’ve recently played Left 4 Dead again, and that game was one of the inspirations behind Pixel City.
If you never saw Pixel City, it was a programming project where I tried to fake a city using nothing but black cubes and lit windows. It turned out okay:
Link (YouTube) |
I want to do a next-generation version of this that can be explored on foot. (Or at least, from ground level. I doubt I’ll make actual walking mechanicsSpoiler: Wrong!..) I’m not trying to make a game or anythingThis is still true.. I just want to make a city using nothing but code.
I also want to mess around with some rendering tricks I’ve been thinking about. I like the idea of taking a full-color scene and crushing it down to EGA or even CGA color levels. Maybe experiment with dithering? I’m just curious what that sort of effect will look like in motion.
Goals
It’s important to set goals now so that when I fail to meet them later we know which parts of the project I’m supposed to be ashamed of. Here’s what I’m shooting for:
Continue reading 〉〉 “Pixel City Redux #1: More Pixels”
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