Optimisation is the key to creating a
great mobile game without compromising on gameplay and
visuals.
Art assets created, animated and converted to pixel
art, there was still a need to reduce and optimise filesize.
The limitations were such that if the
optimisation techniques listed below were not thought
of and applied, the game would end up having 2 opponents
instead of 6; 1 level instead of 3 and so on.The game
couldn't have become what it was conceptualised to be,
if it were not for the optimisation techniques.
Following are the optimisation techniques used for Van
Damme Kickboxing....
Body Part Technique
Limitation of file size is always a concern for the
mobile platform though the latest high-end phones do
make allowance for bigger file size, additional features
and freedom to use high-quality graphics. Van Damme
Kickboxing, however was to be designed keeping in
mind limitations of weaker handsets without losing its
appeal. Therefore, one of the main tasks at hand was
file size optimisation.
`The game was designed with about 6-7 characters. However,
if the conventional method was used, it would have allowed
creation of only two characters at the maximum for the
basic handsets. This was tackled by identifying common
moves of body parts, like torso, hands and legs. So,
to reduce the file size, common body parts were used
for different moves of the same character, as well as
different characters. For instance, Van Damme and Shadow,
an enemy character, share the same torso.
For applying the body-part technique the art and the
coding team had to follow a meticulous procedure. That of
:
1. Splitting each of the 6 characters into
different body parts 2. Splitting these body parts into
layers and naming the layers 3. Animating the body parts,
making sure the animation and movement is smooth and
life-like 4. Building reference files for each move of
each character 5. Giving the programming team the exact
‘x’ and ‘y’ coordinates for each move, for each body
part
Whew! Check out these for visual
reference
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Varied poses & postures
(Library split according to body
parts) |
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JCVD
Heads |
JCVD
Chest |
JCVD
Hands |
JCVD
Legs1 |
JCVD
Legs2 |
The
above procedure worked well as an optimizing technique and
was made even more efficient by creating a plugin for the
entire process.
Naming conventions and X'Y cordinates
x, y coordinates are respectively the
horizontal and vertical addresses of any pixel or
addressable point on a display screen.
There
was a good reason why the simple process of naming became a
laborious task and was to be carried out with extra
precision.
· The game had 7 characters. · Every
character had 6-7 moves each. · Each move comprised
10-11 frames. · Each frame had 6 body parts. · All
of these required exact ‘x’ and ‘y’ coordinates to fill up
the arrays.
This would have required the same time as the
development of a character itself! Therefore, a plugin was
imperative to cut down on time. This was important since the
game had to be developed within a tight framework of
deadlines by the client.
The Tiling software Though
games sport a variety of backgrounds, due to restriction of
screen and file sizes on the mobile platform, it becomes
challenging to create the desired background. For example,
if there's a wall in the background, conventionally it is
created as a single huge block running through the game.
This, however, can increase the file size
significantly.
Therefore, for Van Damme
Kickboxing, a single tile was created and replicated to
give the effect of a constant background. This helped to
reduce the file size considerably. Usually, this is done
manually and is a tedious process, but for Van Damme
Kickboxing, the art team at Paradox created an application
to make the process simpler.
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Optimising meant that micro assets were
created and tiled to create entire Backgrounds by
adding in a few other
elements |
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This
application allowed to drag and drop tiles, provided the
exact
‘x’ and ‘y’x, y coordinates are respectively the
horizontal and vertical addresses of any pixel or
addressable point on a display screen.
co-ordinates and created an executable Java
code for the programmers to follow, making it possible to
create seamless backgrounds using 32x32 pixel
images.
Symmetry Technique Since
file optimisation was a key concern, even the objects were
designed to achieve the same objective. This was done by
using symmetrical objects and creating only one half of the
object, flipping it, and combining the two to form a single
image. This was applied as much as possible without
compromising the look and feel of the game. (This means that
by creating symmetrical scapes, half the scape would have to
be loaded onto the handset whereby reducing filesize. This
half would later through code be duplicated, flipped and
displayed)
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Back Ground1 |
One part of Symmetrically created assets
used |
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Left cliff |
Right Rock |
Mountains |
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Screen space saving techniques
Van Damme Kickboxing is an intensive beat ‘em up.
This means that the characters have a volley of movements
while facing each other. There was a need to devise a
technique that could help show their movements in full grace
even in the restricted screen space. To do this, two
techniques were employed:
1. As far as relevant, the
same frames were used for different positions. For e.g., the
frame just before a flying kick could be used for the frame
just before landing.
2. The characters, after making
the move, landed on the almost the same area they had begun
from. This helped minimise a scroll.
Quite a lot goes
into a mobile game isn't it?
We were'nt joking when
we likened Mobile game creation to engraving the Mahabharata
on a grain of rice. Anyways there's still a lot more to be
done. Time for the coding and AI.
*(Animation 'xpress case studies are now enabled with
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its definition. All Text Tips are
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