The major problem, at the current moment, is resolution. This might not sound like much, but it's a serious issue, so please bear with me.
It may help if I describe my prototype a little further. I'm attempting to create a largely environmental and atmospheric puzzle game, where a large
majority of the game revolves around exploration and slowly getting to grips with the world. Anyone who's played Seiklus or Fez will know the idea.
Essentially, art, design, and detail will be a major part of the final appearance of the game, as well as the player's ability to appreciate the imagery.
So here's where the issue lies. I'm going for a style in which each room is designed cinematically - framed like a static shot that you can walk through, accessing
doors or other transportation in order to reach other rooms. Seiklus did something similar to this, but its camera was also able to move along a single axis in most rooms,
with the exception of a few "free camera" areas in the overworld. And Fez avoids this issue entirely, as the rooms have no borders other than water and open air, and the
rooms that do have borders have the stability of being designed for a single resolution: it's a console game, so the native resolution is globally the same.
With that said, here's something to look at: a resolution benchmark test. Please run it and take a screenshot of what you see with Print Screen. (It's force fullscreen for now.)
DON'T edit the image in any way: I'm running a test to see how well my test engine can correct itself to arbitrary resolutions. So keep the black borders, as there most likely will be some.
Upload it to a site like Filesmelt or Imgur, and then post the link to this thread - the more samples I have, the more reliable I know the engine is.
Edited by Splaff, 08 August 2012 - 07:01 AM.














