![]() ![]() This would have to be done seamlessly to keep the frame-rate stable and the developers even went as far as controlling the physical layout of the bytes on the cd-rom a large file exists in the game that serves no purpose but to push the game’s data to the outside of the disk since this area of the disk moves faster data here could be read quicker so that everything couldīe loaded by the time Crash ended up in those levels. While that is impressive, the levels however would then need to be dynamically loaded to fit into the Playstation’s two megabytes of RAM. These techniques managed to compress levels that were 128 megabytes in size down to a measly 12 megabytes. In fact some of these pre-calculations were so complex that it would take several hours for a single level to process even when that was being distributed over eight computers 4! To do this many parts of the level were pre-calculated. One of the main technical limitations was taking many megabytes of data and placing it in the Playstation’s limited RAM (2MB). To find out more about the level editor check out the projects Github pageĬoding Secrets Avoiding Playstation RAM limitations So to optimise this Crash Bandicoot could pre-calculate the order as it would always be the same thanks to the fixed camera 4. The in-game camera moves on a fixed path through each level so a lot of things could be pre calculated before putting the game on the disc.ģD games need to calculate the correct order in which to render polygons on the fly, but the PlayStation had no easy way to do that. The Crates were also relatively low in terms of polygon count (6 if you only render what is facing the camera) so many could be added to make the levels feel more fleshed out 4. Polygons so lots of woompa fruit was added as they are in fact 2d sprites so many of these could be rendered at once to make the levels a bit more interesting. ![]() The PlayStation could not handle showing many enemies on the screen at one time as they were composed of too many So if the developers ever had too many polygons on the screen they could actually just add in a bush to fix the problem 4! The levels ensured that there was never too much being shown on screen at once, if a polygon was obscured by something like a fern or a bush the game engine was smart enough to ignore that polygon entirely. The game was designed around the Playstation’s limitations and so levels needed to be planned accordingly to fit in the limited memory and processing power the Playstation had available. This also helped with the cartoon vibe that the game was going for 3. The bright colors of Crash would pop out on the screen and this also avoided the Playstations lack of texture perspective correction. It also turned out that the PlayStation was particularly good at rendering untextured but shaded polygons because of this it was decided that crash would be untextured which was a high enough polygon count that the details could be shown using just the colors of the polygons as well as rendering faster this had other advantages. As for the technical reasons, his colours were chosen based on what would look good on a 90s CRT television and the choice of bright orange meant that lava levels could not be present in the game as it would be too similar to the players colour 2. The design of Crash bandicoot was described by Rubin as 51% technical and visual necessity and 49% inspiration. Technical limitations of the Sony Playstation 1 hardware and the limited small CRT’s used to play games were a big part in shaping the game we know and love today. Official PlayStation 1 Development Kit (Hardware)įor more information on the MW.3 and other official development kits please check out this post. The team paid $35k for a development kit in 1994 which likely was the original prototype development kit known as the MW.3, this predated the PC-based SN Systems PSYQ development kit that used an ISA card that plugged directly into a development PC. This agreement was known as the “developers agreement” and was notoriously harsh on the developers as Sony wanted to keep strict control over who had access to develop for the platform 1. They were one of the few developers to sign an agreement directly with Sony, most of the time it was the publisher who signed this agreement. Naughty Dog started development of Crash Bandicoot with just Andy Gavin and Jason Rubin and later introduced the programmer Dave Baggett and Universal VP Mark Cerny. It was developed Naughty Dog for release on the original Playstation console with the aim for it to become the Mascot character for the console, this aim paid off for the creators. Crash bandicoot was one of the first 3D Platform games that managed to deliver both quality gameplay and impressive graphics for its time. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |