Game Development Reference
In-Depth Information
bat begins. A lot of enemies are around; fragments and particles are flying in the air.
The system may be stuck. To prevent such bottlenecks, objects need to have less
complex visual multiplicity, providing some fund for the new elements on the screen,
or some story tricks can be used. The battle plays its part; all irrelevant elements as
props can be removed from the scene, but the level design by itself may be simpli-
fied for performance sake. In addition, the structure of the battles can be thought up
in a way in which it would require fewer resources. The optimization is a very com-
plex process involving not only the geometry, but also all the aspects of the game.
Besides the obvious ways, always try to invent a creative way by looking at the prob-
lem from another angle. For example, you can turn the disadvantages into a special
graphic style by turning the simpler and optimized type of graphics into a visual lan-
guage that a game can use when talking with its players.
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