{"id":402,"date":"2008-07-06T18:35:59","date_gmt":"2008-07-06T23:35:59","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/402"},"modified":"2016-07-22T14:29:12","modified_gmt":"2016-07-22T21:29:12","slug":"strife-graphics","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/402","title":{"rendered":"Strife: Graphics"},"content":{"rendered":"<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-pipes-1.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-pipes-1-300x225.png\" alt=\"strife-pipes\" width=\"300\" height=\"225\" class=\"alignright size-medium wp-image-3839\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-pipes-1-300x225.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-pipes-1.png 640w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><em>Strife<\/em> is of course crude by modern standards, coarsely pixellated, made of broad, flat surfaces and low-res bitmaps.  One of the first things you see in the game is a bunch of sewage pipes with perfectly square cross-sections, with a texture map that tries and fails to make them look round.<\/p>\n<p>The game plays at a default resolution of 640&#215;480, which is the maximum resolution in the original engine.  ZDoom gives you the option of higer resolution, but I haven&#8217;t been taking advantage of it &#8212; in fact, until I checked for the purpose of this post, the sense of smoothness you get from a higher framerate had me convinced that it was in a higher resolution already.  One of those tricks of visual perception, I suppose: once the flow of new data to the brain reaches a certain threshhold, the brain finds it a lot easier to interpolate details that aren&#8217;t there.  So it lets you interpret the environment with less strain, which helps in unexpected ways.  In some places there are doorways with a pale green border, indicating that crossing this threshhold will trigger an alarm and make the guards start shooting you.  I don&#8217;t remember noticing this mechanism the last time I tried playing, but it seems very clear now, and I think this is mostly because the green border looks better-defined.<\/p>\n<p>Still, the texture maps are coarse no matter how clearly you perceive them, and the enemies and other bitmap objects are even worse.  <em>Doom<\/em>, it strikes me, got away with this better because most of the bitmap objects there were monsters, and for the most part you viewed them from a distance, or tried to.  In <em>Strife<\/em>, you&#8217;ve got NPCs, as well as ornamentation like candles set on tables in the tavern &#8212; things you see close up and blocky.<\/p>\n<p>But you know something?  It still works.<\/p>\n<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-programmer-1.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-programmer-1-300x225.png\" alt=\"strife-programmer\" width=\"300\" height=\"225\" class=\"alignleft size-medium wp-image-3840\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-programmer-1-300x225.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2008\/07\/strife-programmer-1.png 640w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>I&#8217;ve just got through my first major boss battle, against an entity called the Programmer, one of the key figures in the Order&#8217;s hierarchy.  He flies around on a little flying saucer with spikes on it and calls down small lightning storms that hurt a lot.  He&#8217;s small enough and fast enough that you can easily lose track of where he is, and if you ever stop moving for even a second, he will kill you.  It&#8217;s a very adrenaline-surge-inducing fight, and while it was going on, I absolutely did not care about the blockiness of the graphics.  The graphics did their job.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Strife is of course crude by modern standards, coarsely pixellated, made of broad, flat surfaces and low-res bitmaps. One of the first things you see in the game is a bunch of sewage pipes with perfectly square cross-sections, with a texture map that tries and fails to make them look round. The game plays at [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[16],"tags":[102,224],"class_list":["post-402","post","type-post","status-publish","format-standard","hentry","category-fps","tag-doom","tag-strife"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/402","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=402"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/402\/revisions"}],"predecessor-version":[{"id":3841,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/402\/revisions\/3841"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=402"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=402"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=402"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}