Gun Runner started development in late December and didn’t fully kick off until mid January. In that time the game has come a long way. We’ve gotten iCade support in, ensured proper Universal support, added GameCenter leader boards and focused on an art style.
Today I decided to make a rather brash decision and switch from 64X64 tiled images for the world chunks to 128X128. Each world chunk is hand created in Tiled and the sprite sheet to contain the tiles is managed by hand in Photoshop. Switching to 128X128 required some of the tiles to be completely redrawn. Despite the pixel art style of Gun Runner, simply scaling the art did not work.
Ultimately it was the right decision:
Ignore the black square, just some debug stuff. As you can see the sense of scale works much better. These are the low-res iPhone 3GS screenshots. The game looks stunning on iPhone 4 and AppleTV.
So there we have it, I spent all my day reorganizing all the amazing artwork that Aubrey Serr has created for me.
I’m going to do more of these posts in the future, I plan on doing more pictures than words. At the end of the day, the process isn’t as exciting to read about as the visual impact small changes have in the game. If you like what you’ve seen here and want to keep in the loop, follow me on Twitter.