Lord Generic Productions
   
   A Crash Course 
   in Game Design and Production
     Week 4 - 
   Basics of Computer Art and Art Specification
   
   Welcome back! This is the fourth 
   installment in "A Crash Course in Game Design and Production. 
   Like last time, this lesson is in multiple parts. In PART ONE, we'll 
   discuss computer graphics in general, and what we need to know before 
   we can talk about ART. In PART TWO We'll discuss the ART 
   Specification, what it is and what we need to put in it. In PART 
   THREE we will discuss tile-based graphic screens and specifically how 
   we're going to approach maze creation for our course project, as well 
   as how to draw the tiles. In PART FOUR will write the fourth section 
   of the Design Spec for our Course Project, the Art Specification.
   
   Part 2 - The 
   Art Specification
   
   Our Screen Design 
   and User Interface Specification describes in detail what each screen 
   and control of our game will look like and what will happen on the 
   screen. The Art Specification details what graphic images and 
   animations we need to MAKE each screen look and work as 
   described. Think of it as a PARTS LIST for your game. The 
   SD&UI Spec is like the picture on the side of the box.You see 
   what it's supposed to look like when you get done and the Art Spec is 
   what we need to build it.
   
   Anatomy of 
   The Art Specification
   
   I guess you're 
   ready for another anatomy.
   
   The first part of 
   the Art Spec is called the Screen and Image Parameters. This 
   is a list of art guidelines your artist needs to follow to make his 
   art work with your screens. In this section you MUST HAVE:
   
   Video Mode 
   the GAME WILL BE RUNNING IN. 320x200x256, 640x480x16 or whatever.
   
   Normal game 
   screen size(s). Generally this is the same as the video mode, but 
   it doesn't have to be. In JetFighter III for example, the video mode 
   was 640x480, but they wanted all of our animation sequences 
   letterboxed in 320x160.
   
   Aspect Ratio. 
   Generally this is the same as the video mode closest to the image 
   size, but sometimes it isn't. For the above mentioned animation 
   sequences, you would usually use an aspect ratio of .82 for 320x200 
   mode, but since they decided to double the pixels and play the 
   animations in 640x480 mode they needed to have an aspect ratio of 1. 
   If you draw all your art using the video mode the game will be in you 
   will have no trouble with this usually.
   
   Color Palette allocation. 
   How will you split up the 256 colors you have to work with? Are some 
   colors reserved for certain use and unavailable for any other? Say 
   you have a windowing user interface with pull down menus and stuff 
   like that. You want to set aside the interface colors so you don't 
   screw them up if you need to change palettes or colors in your game. 
   For OidZone, I set aside 128 colors for the background (so I could 
   change it at will without having to remap all my sprites), 10 colors 
   for my color cycling logo and explosions, 64 colors for my asteroids 
   and 54 colors for my ship. Also list how many Color Palettes you need 
   (if you want to change them during the game) and common colors 
   between them.
    
   Masking color.
    What color position is it in the Color Palette, and what color to 
   make it. The COLOR is VERY IMPORTANT. If you choose to 
   make it bright red (see part one on Masking) Write down the exact RGB 
   (RED GREEN BLUE) values for this color (64,0,0 or 255,0,0 in this 
   case depending on your art program) and use these exact values for EVERY
    IMAGE. If you have to remap your color palettes, the red in some 
   images may not remap to the right RED in your masking position and 
   the art won't mask correctly (at all)
   
   Naming Convention.
    This is EXTREMELY IMPORTANT!! You need to have some 
   standard filename system for your game art, as well as for any other 
   data files, so you know what is what. Take some time and plan out 
   your filenames.
   
    Object Name
    
Description of object - What is it? What does it look like, color scheme, etc. If the object has multiple parts, what are they? How big?
Size of object in pixels, width x height. For example, the Feedback window for OidZone is 90x192 pixels
Location on screen in X,Y coordinates. As the art is completed, you need to place it on screen and check it with the other art to see if it "fits."
What other art pieces (if any) need to fit into the background object? How many?. Where do they need to go? For our Course Project, we need to put 3 spare Snackys in the Feedback Window for each player, along with his score, and the logo art.
    
   The third and 
   fourth sections of the Art Spec detail Sprites. Sprites can be 
   split into two categories as well, Characters and Foreground Objects. 
   A Character is anything that moves and\or animates on screen, like 
   Snacky or the Ghosts. A foreground object is anything that DOESN'T MOVE 
   (much) that is drawn ON TOP of EVERYTHING ELSE. Characters can 
   move BEHIND Foreground objects or run into them. In OidZone, 
   for instance, asteroids move behind many of my game messages (prepare 
   to enter, game over, title image, etc.) The asteroids are Characters, 
   and the messages are Foreground Objects.
   
   Part three is 
   Characters. Again you need to go through every page of the Screen 
   description and write down EVERYTHING YOU FIND ABOUT EACH CHARACTER.
    You must include:
   
    Character Name
    
   Part four is 
   Foreground Objects. For our Course Project, Foreground objects
   include the 
   Animated Logo in the title sequence, Get Ready! image, Game Over 
   Image, and animated logo in the FeedBack Window.
   
    Object Name
    
   Part five is the 
   last part, this is FONT(S) You spell out the game's font requirements 
   here. Some games do not require ANY fonts at all, they have word 
   sprites for whatever messages they need, or use the normal bios print 
   routine. (which sucks in 320x200)
   
    Font Name
    
By the end of the Art Specification, you should now every piece of art you need for the game. Make sure you go back through the Screen Design Spec and check that everything is accounted for. When the Art Spec is finished, you can give a copy to your art staff and they can draw while you go on to the Sound and Music Specification. See you next week.
   If you haven't yet downloaded my 
   version of our course project, Snack
    Attack!, do it now, and play it a million times to get an idea 
   for the game.
   
   End of Week 4 - 
   Basics of Computer Art and Art Specification
   Part 2
    - The Art Specification.
   If you have any questions for 
   group discussion or have any other questions, comments or 
   suggestions, email them to me to Pastor@BeRighteous.com
   
   Mail monetary donations large or 
   small to
    Lord Generic Productions 
   1218 Karen Ave Santa Ana, Ca 92704
     A
    Crash Course in Game Design and Production - Euphoria Edition
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