2013 Week 22: Start big and scale down
Lots of animation work on assets that were —far too small.
A world full of pixels
We started out our real coding life with D-Paint and Basic on a beloved Amiga 600, which is why we are always quick to reach for pixels over vector. Vector after all is slow, right? I mean, that's ignoring the limited graphics work we did coding Basic on the ZX Spectrum (by taking over the font character print to the screen).
We spent far too long drawing our exitguy character by hand before realising that doing things in vector would bring untold benefits. The main issue, most vector software was terrible. So we started to build our own polygon systems.
Here you see probably the last of the efforts to do things in pixels.
Although, perhaps we did try again at a later point with larger graphics.
JOIN THE ESCAPE
Get dev updates, behind-the-scenes, info on demo releases, and news on the full game.