Tile Bleed & Looking at Art Style (Again)
I wanted to be able to zoom in and out during gameplay, so the player could adjust their view depending on the size of the level they're in. In close quarters, you want it up close so you have good situational awareness. In open areas, you want a good view so you don't get out ranged. A serious technical problem with this was that tiles would have a seam.
I read into the technical reasons for this, but the easiest way for me to explain this is like mip-mapping in 3D. You need a decent bleed so if the hardware over-samples it doesn't pull empty space or adjacent pixels. So, I had to spend a little while tonight putting a 2 pixel bleed around EVERY tile. Urgh. Tedium. But ultimately, you do what's necessary don't you.
I've also been looking at top down shooters with various art styles, trying to figure out which one reaches out and grabs me, and which one will best suit AGGRESSOR. I'm not happy with the half-way pixel look, the sort of Hotline Miami vibe. Did some notes.