The Supernatural Olympics v3.x - Screenshot of development progress on Mar 23, 2008
A screenshot of the scenery (as of Mar 23, 2008) viewed from about 6500 feet above ground in very early development.


What is version 3.x of The Supernatural Olympics like?


Last updated: Feb 14, 2009 (first version)
Level 3 update on Mar 19, 2009 (downsides section updated)
Level 2 update on Feb 23, 2009 (some proofreading)

Return to previous page


Since late January or so of 2009, I've had strong thoughts of dropping the 2D idea and going with 2.5D.

1 What a 2.5D game is



A 2D game is a game that uses 2 of the 3 real-world dimensions. The most common of which are the X (east and west) and Y (up and down) axes (a side-scroller game), or the X (east and west) and Z (north and south) axes (a top-down game). The top-down design is common with RPGs. The side-scroller design is common with platformers and most other types of games. A 2D game can be played on any computer system nowadays.

A 3D game is a game that uses all 3 axes - you can go west and east, north and south, and up and down. These types of games often require 3D hardware in order to play them which is extremely common nowadays.

A game that is 2.5D (or 2-1/2-D) is a game that draws the scene in 3D, but plays like a 2D game. Normally, in a 3D game, left and right causes the character to walk in that direction and turn the camera, or just turn the camera. In a 2.5D game, you would move in that direction like a normal 2D game would, without the camera turning (though sometimes it may turn).

2 Why go with 3D?



Going with 3D rendering has only one disadvantage. That disadvantage is that you have to have 3D hardware in order to play the game. No, you don't have to have a high-end system to play it - just cut the graphics settings down if the frame rate is bad. At a high-quality setting, for example, the Urusu Mountains may use about 40,000 polygons for those alone, for what is displayed anyway. At a low-quality setting, those same mountains would only use about 1000 or so polygons, which significantly speeds up the rendering. For 60 fps, when I used Gamestudio, I recall that 7 million polygons on my mid-range system (at the time) was the upper limit. That's 7 million polygons in all being displayed (objects partially visible have all of the polygons counted). With C, there's more flexibility available and I've heard that it can be much faster. If you have a high-end system, you may cap at 30 million per frame for 60 fps. For a low-end system, the cap may only be 500,000. In addition, decals are also present which can be made hidden so they don't render and speed up the game more. There will be plenty of options to fine-tune it to make it work on Windows 98 systems.

However, there are so many advantages that it's difficult to just list them all in one paragraph. With 25 in all (perhaps more yet that I'm not thinking of yet), it seems that going 3D is a must. These advantages mostly make it much easier and faster for me to make the game, but it also has advantages for the player as well, mostly visual-related and frame-rate-related. These are the advantages, separated by the type of improvements (by domination, you'll often find developmental advantages in a quality one, if it is more of an advantage toward quality), with details explaining them:

3 The advantages of using 3D rendering



There are at least 25 advantages (25 listed here, but others may exist that I haven't realized yet).

3.1 Realism advantages



These 9 advantages help improve the realism of the scenery.



3.2 Quality advantages



These 5 advantages improve the overall visual quality of the game.



3.3 Development advantages



These 9 advantages allow for faster and/or easier development of the game.



3.4 Other advantages



These 2 advantages don't fit the above categories.



That's a lot of advantages. It just makes things a lot faster for me to do, uses up a lot less memory, is faster to render (supposedly), improves the quality of the scenery considerably, and just provides a lot of benefits are not really feasible with 2D rendering.

4 Problems and set backs for the conversion



There are only 4 downsides though, one of which is on your end.

Because 3D rendering requires 3D hardware (there is a software approach), 3D hardware is going to be needed. This is the only down side on your end, but 3D hardware is very common. You won't need a high-end system either - just tone the graphics settings down a lot if you have a low end system.

DirectX has been quite low on my motive. Originally wanting a function that draws 2D faster than AlphaBlend does, I wanted to look into hardware acceleration. DirectX provided the solution, but the only obstacle is motive. This, however, is different due to my visions, how things will turn out to be, the ease of doing many things I was having trouble with earlier, and others.

The biggest set back is that, what progress has been done at the moment, except for planning and a few other aspects, will be lost and must be redone. This includes all the work I did for the Northern Mebna Hills, the Urusu Hills, the Urusu Mountains, the character, and a fair amount of programming. However, with 3D, these objects can be made faster than before, easier (less math and calculations on my end; this is especially the case for the character), and be done in much better quality. Instead of 5 hours to do something, it's more around 2 - just plot vertices to form the shape, connect them, and put a common texture on them.

One hidden detail that won't allow for any reasonable progress without, is that I need a modeling program. Blender is extremely confusing to use. Gamestudio's MED is far too limiting. I also don't want to depend on others' programs as well, which could have bugs and other nusiances in them. The solution is to make my own modeling program to suit my needs. I've had visions of it for a long time, since probably late 2007 with the more recent ones at the start of February of 2009. I pretty much know how I want it (it's been planned for in almost every aspect), but I'll need to learn Windows programming stuff in more detph to do it (menus, mouse controls, etc.). Learn that and I'll have a bonus benefit - getting that animation creator I've been wanting since July or so of 2006.

Return to previous page


Learn more about the game with the following links:

9.1.4 The Supernatural Olympics version 3.x - the highly enhanced full remake of my high-speed action game
9.1.4-1 What is the game? - an introduction to the game and it's features
9.1.4-2 Feature comparison chart - a quick overview comparing each editions' features
9.1.4-3 Going 2.5D - the numerous advantages for taking a 2.5D approach instead of 2D only
9.1.4-4 Scenery features - features related to the game's scenery
9.1.4-5 Special features - the game's special features
9.1.4-6 Special abilities - explains the various special abilities
9.1.4-7 Special effects - explains what the various special effects are
9.1.4-8 Tournaments and challenges - details about the tournaments, challenges, and ranks
9.1.4-9 General features - various other features
9.1.4-10 System requirements - what the minimum and recommended system requirements are
9.1.4-11 End user license agreement - read this first before using the software or it's components
9.1.4-12 Ten reasons to upgrade - the top ten reasons to upgrade to the full edition
9.1.4-13 Buy, download, and install - how to buy the game, download it (including the manual and old versions), and install it
9.1.4-14 Frequently Asked Questions (FAQ) - some common questions that may be asked frequently
9.1.4-15 Support, bug reports, and updates/upgrades - how to obtain support, file bug reports, and what updates/upgrades are
9.1.4-16 Development progress checklist - an in-depth checklist for things I need to do before the next release becomes available
9.1.4-17 Future plans and features - features planned for the future and the game's general future

Footnotes:
None.