{"id":680,"date":"2010-01-10T17:05:32","date_gmt":"2010-01-10T22:05:32","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/680"},"modified":"2016-11-01T14:07:31","modified_gmt":"2016-11-01T21:07:31","slug":"wizardry-iii-graphics","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/680","title":{"rendered":"Wizardry III: Graphics"},"content":{"rendered":"<p>The bulk of dungeon level 3 is taken up with a big mass of one-way walls.  These are in some ways equivalent to one-way doors, in that they allow you to pass through in only one direction, except that from the passable direction they&#8217;re completely invisible.  The effect is fearsome.  Before this point, you could rely on having an escape route behind you most of the time, and even the introduction of one-way doors meant that getting cut off was the result of a conscious decision to go through an unexplored door.  But now, any step can cut you off.  Even worse, though, the geography simply doesn&#8217;t make intuitive sense any more.<\/p>\n<p>The underlying model must involve separate records for each map tile for what lies in each of the four directions, because there&#8217;s clearly nothing enforcing consistency between adjacent tiles.  Presumably the renderer has some way to determine which tiles to consult about what to render for each particular wall slot &#8212; for example, tiles to the left of the player&#8217;s view determine the visibility of their own left walls but not their right walls.  This is all more complicated than the contemporary 3D dungeons in the <em>Ultima<\/em> series, which were simply grids of blocks, each of which could be either solid or empty.  In fact, it&#8217;s kind of like a primitive version of portal rendering, with each map tile treated as its own sector.  (The effect of looking into a teleporter square is particularly suggestive of this: the renderer displays the sectors adjacent to the teleporter&#8217;s destination.  Which can be really confusing if you don&#8217;t know there&#8217;s a teleporter there.)<\/p>\n<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/01\/wiz3-corridor-1.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/01\/wiz3-corridor-1-300x188.png\" alt=\"wiz3-corridor\" width=\"300\" height=\"188\" class=\"alignright size-medium wp-image-4335\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/01\/wiz3-corridor-1-300x188.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/01\/wiz3-corridor-1.png 640w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>Note that when I say &#8220;primitive&#8221;, I mean <em>primitive<\/em>.  We&#8217;re talking low-res black-and-white line drawings here.  Any significant dungeon features other than walls and doors &#8212; whether it&#8217;s a staircase, a signpost, an altar, or a mysterious cloaked figure beckoning to you &#8212; is rendered as a smudge on the floor.  Even worse, the player character apparently has tunnel vision: the view is only three tiles wide.  I suppose it was optimized for corridors, where all you need to see is the walls to your left and right, and the immediate entrance to any side corridor.  <a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/01\/wiz3-distantwall-1.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/01\/wiz3-distantwall-1-300x188.png\" alt=\"wiz3-distantwall\" width=\"300\" height=\"188\" class=\"alignleft size-medium wp-image-4336\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/01\/wiz3-distantwall-1-300x188.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/01\/wiz3-distantwall-1.png 640w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>But there are a lot of wide-open spaces in this game &#8212; or, in the case of dungeon level 3, spaces that look wide-open from one side.  You can be facing a distant wall (where &#8220;distant&#8221; means four tiles away, the longest distance you can see) and see only three little wall segments in the middle of the screen.  The kicker is that <em>Wizardry III<\/em> is a step up from the original <em>Wizardry<\/em> engine.  The original versions of <em>I<\/em> and <em>II<\/em> put their line drawings in one small corner of the screen in order to make room for the party stats and other information.  <em>Wizardry III<\/em> (and versions of <em>I<\/em> and <em>II<\/em> ported to the <em>Wizardry III<\/em> engine) renders full-screen line drawings, and overlays information windows on top of it as and when needed.<\/p>\n<p>Still, I can&#8217;t help but feel like the graphics here have stood up to time better than the graphics in more advanced games like <em>The Bard&#8217;s Tale<\/em>.  As with the pixel art beloved of indie game developers, it&#8217;s primitive enough to have a minimalist aesthetic.  There is no unnecessary detail, just enough to convincingly put you in a barren and claustrophobic network of corridors.  Which means it&#8217;s a little embarrassing when the in-game text tells you that you stand before a mighty castle or you&#8217;re on the shore of a lake or something.  Just let it be what it is, guys.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The bulk of dungeon level 3 is taken up with a big mass of one-way walls. These are in some ways equivalent to one-way doors, in that they allow you to pass through in only one direction, except that from the passable direction they&#8217;re completely invisible. The effect is fearsome. Before this point, you could [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[12],"tags":[348,349],"class_list":["post-680","post","type-post","status-publish","format-standard","hentry","category-rpg","tag-wizardry","tag-wizardry-iii-legacy-of-llylgamyn"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/680","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=680"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/680\/revisions"}],"predecessor-version":[{"id":4337,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/680\/revisions\/4337"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=680"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=680"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=680"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}