Designing a game Scenario demand a lot of Drawing. For instance in Final Fantasy X was build a world name Spira, this world has at least 27 different places, most of them inspired in Asian themes. Also for the resident evil series was invented an industrialized mid-western American town name Raccon City, including Mansions, Police Station, Laboratories, Hospital, etc. in the other side, all this designing must be codified in the video game data source for rendering during execution time.
Taking note of this two important issues, make you consider using Pre rendered 2D scenario instead of a Full 3D Game.
I decide to use 2D pre- rendered scenario based in the fact that the I’m not an architect, interior designer, and nothing related.
Making full 3D scenario implies sketching maps, defining point primitive, selecting Texture, and This is just the drawing stuff.
Also the programming difficulty of a full 3D game is higher, because of the camera movement, and more complex Collision detection.
Pre rendered 2D scenario was widely used in the Sony Play Station console during the 90th decade. The pre-rendered scenario looks with more graphic effect than the Play Station graphic engine was able to achieve with the moving object.
This effect can be emulated with a common sense technique: Draw the image with the Pre-Rendered Scenario (all the fixed parts) as a wall paper in the background layer, and in a front layer, the moving objects are Draw, like characters, Items, etc.
The camera and the moving object should be set in way that looks like they are inside the Wallpaper image.But there is a little more to do…
After a close study of this Games graphics, I notice that it´s necessary three more effect to accomplish a realistic Pre-Rendered scenarios.
One of them is the masking effect. I mean drawing a third layer, in front of the moving object. For instance a fixed Table in front of the camera cover the legs of a person that is behind the table.
The Second one is the X Y movement of the Scenario. This effect is necessary if the display windows hide part of the scenario. For instance the pre-rendered scenario is a panoramic view of a field. The display windows shows only a quarter of it, and when the player move around, the windows follow the player showing the other part of the Scenario. And the final effect is display a number of pre-rendered image or frames successively, obtaining an animation instead of a static image.
This is necessary for display more realistic object in the fixed scenario. Like a Ceiling fan. One image-pre rendered Scenario will show the fan as steady.
But displaying a sequence of image containing the fan in different position will give the effect of movement.
In our next input let´s consider different techniques to find really cool Pre-rendered Scenarios.


