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NEW! Character sprites
After working over the holiday
weekend, I coughed up the following character sprites. They are not exactly
what I would want to see in the
game, but they should do the job for now. Perhaps later we can include
better sprites. This new set is in color, though I can make it
monochrome easily enough if we decide to stick with a colorless image for
the player. For the NPCs I can take this set and make red,
blue, etc sets like the ones previously, where there is only shadowed
detail.
The grid is set up at 42 x 42 pixels, with each row a compass point. There
are 2 "stepping" images (positions 1 and 3), a standing/middle
step image (position 2), a shooting image (position 4). In row 2 position 5
there is a "oh crap I got shot" image, and the other images in
column 5 are sitting positions. I'm not sure how the legs will look in
restaurant booths, so we might need to fudge around with the images
then. Each image has an alpha channel blend around the edges, so that might
screw up Internet Explorer, though in game it will work fine.

OLD NPCs and the Player Character
After about 4 hours of tinkering
(not counting 2 or 3 this afternoon running in vain circles), I finally got
something that looks acceptable!
Here are the player graphics in animation strips, though I will be curious
to see how the animation works in real-life. That's when I'll finally
see if the movement is convincing enough. One thing I experimented
with was to drop shadows onto the floor under the character, and the
results looked surprisingly realistic. I'll add them to these graphics if
they work out well as they are now.
These graphics still have the vague nebulous look as my old one, simply
because my experiments with colored skin and clothing were less
than pleasing. Moreover, the ambiguity allows the mind's eye to fill in
details as the player sees them, rather than a gyrating lump of
multi-colored pixels. My theory is that if you give the player 100% of the
details, that's all they will see. Give them 50%, and their
imagination will do the rest of the work. `Sort of reminds me of Infocom's
advertising for Zork a bit, when they said:
"The world's best graphics generator is your
own imagination."
Grid: 35x35 pixels. Each
animation begins on left-foot forward. Last four poses in the row are the
standing still poses. There is an
alpha-
channel blend around the edges of the image.

= the animation in
play. It might take some effort to get the walk to match the speed of
movement, so it doesn't look like the player
is thrashing his legs in the air.

POD IMAGES
A while back I drew some pod images, and never posted them. So...here they
are! You'll notice that the lighting/shadowing are properly
rendered as the
pod turns.
NPC POD IMAGES
In the city parking lots, pods randomly came and went, but the problem in
the Atari version of the game was that the player's pod looked
exactly like
the NPC pods. If you parked your pod in the parking lot, you risked losing
it since it looked just like all the others. So I drew
some NPC pods, that
all look different than the Sundog pod.

These are screen shots of the Sundog
Resurrection galaxy. This is an updated model, to create a somewhat spiral
galaxy look. This is
largely to facilitate the isolation of the original
stars at one end of the galaxy, so that this traps the player in the
original stars - we
don't want to overwhelm the player at first. Once the
player gets the engine upgrade so they can visit Enlie, they can keep
hopping
and explore the whole galaxy.

SCREENSHOT OF THE ORIGINAL SYSTEM - click thumbnail
below to view.

This is a screenshot of the opening screen.

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