koboredux
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Switch to 128x128 maps?
There is a bunch of different issues stemming from the 64x128 map format of the original XKobo. Kobo Redux is forced to take some weird shortcuts to make this work properly, and it causes problems with level design.
Most critically, the space backdrop and flat backgrounds are 1:2 aspect ratio, whereas the spinning planet textures are 1:1, and instead, the spinning planet effect is "faked" to avoid it spinning twice as fast vertically as it does horizontally. This doesn't matter much as it is, but it rules out having any distinct details (cities, oceans, massive craters, ...) on the spinning planets, as those would show up twice when flying through the map. This kind of ruins the whole "circling the planet" explanation of the wrapping maps!
If square maps are used, all layers and effect get the same aspect ratio, and their parallax scrolling/rotation gets the same ratio vertically and horizontally. This way, we can replace the planet backdrops with tiled maps, which are reused for all layers (both spinning planets and flat scrolling backdrops) by means of different scale tile sets, and these maps can be proper game maps, with huge structures and geographic features, visible from space. (Of course, scale is pretty weird here; extremely tiny planets. But, explaining wrapping around a small area on the ground gets more weird!)
One downside of going 128x128 is that the dashboard needs to be redesigned, if the whole map is to fit in the radar display. Three options, basically:
- Change radar scale to 1x1, and cut the display down to 128x128.
- No change; just display half of the map only. (Need to remove the option to not scroll the map!)
- Change the dashboard layout, back to something more like Kobo Deluxe. A 256x256 radar window would fit that way, and the score/console window would go above or below the radar, or be split above/below it.