I really love Kingdom: New Lands (K:NL). I guess you’d classify it as a RTS, but it’s not really like other RTSs. For one, it’s 1D, and for another you interact with the world through a character, rather than as a god.
I’m thinking of experimenting with this kind of 1D side-scroller view strategy game in amethyst, but there are a number of problems to solve in terms of 2D graphics that may be of interest to others in the community.
The first is what the source images are for sprites in the game. K:NL uses a mixture: pixel images for game content and vector graphics for UI. I figured this out by resizing my window a lot and seeing how the sprites change. Because UI uses VG, it’s fairly easy to see how it works so I’ll just skip over it.
Then there is the problem of dealing with different window sizes. The approach of K:NL is to have an exact 1:N number of screen pixels per image pixel, which gives you pixel-perfect graphics and means we can ignore anti-aliasing etc. (apart from possibly in the UI). They decide on the N by some function of width and height (I don’t think their function is particularly good so I don’t see any value in digging into it any more). What this means is that you’re going to either get some black lines around your scene (if N is too small to exactly fill the screen), or crop some of the scene (if N is too big). In K:NL seeing further is a minor advantage but doesn’t really impact the game, because you’re making strategic decisions about how to build your army/castle, that don’t require up-to-the-minute info on what’s just out of sight.
I’m going to begin by making some sprites, and then experimenting with how to scale them to fill the screen whilst still being pixel perfect. If I make any progress, I’ll update this thread.