Hi everyone,
I'm working on a game, and am a bit stuck.
I am currently still coding functionality, but the majority of my functionality is built using a temporary GUI, with improper dimensions/scaling. Before I continue with adding the front-end aspects, I would like to iron out my approach on multiple resolution handling.
BackgroundThe game will be a top-down 2D RPG. It is currently being developed for PC, but I would like to be able to port it to mobile devices, and consoles as well. This means that the game would need to have support from very low resolutions, all the way up to HD resolutions.
Character models should be very detailed, as cosmetic items will be a large part of the game; I would ultimately want the game to look crisp on all resolutions, even if it's a lower resolution.
Outstanding QuestionsFrom what I've read, the textures would need to be designed at a base resolution of 960x640 (2x), with a low resolution of 480x320 (1x). If I were to do that, though, I would also need a set at 1920x1080 (4x), for PC support.
- How well would non-vector art scale at non-native resolutions? (Texture clarity at resolutions which aren't 1x, 2x, 4x)
- How to prevent stretching/skewing when scaling, to prevent relative distances between objects from changing?
- How well vector art would work for this?
- How well pre-rendered 3D models would work for this?
Regards,
Ezro