Dr. Tremolo
kiwifarms.net
- Joined
- Feb 26, 2014
I was just reading some research on Lego Island 2. That game is remarkable. Seems like another nostalgic childhood game, but it's a real hidden gem for its unusually bad design. Shit should be studied and analyzed by any aspiring game designer.
So what's the deal? The game is infamous for its longass loading times - half of the game is staring at that spinning pizza. But why does it happen? That's where it gets interesting.
Nearly every single seemingly shared asset in the game is a duplicate. Every tree and platform and so on are not reused assets, but separate files. This was extremely tasking for 2001 PCs.
The ultimate crowning example is the asteroid belt minigame near the end of the game. You encounter 235 asteroids on your way... all of them separate files. There are two variations of them. So the game loads 470 files (for models and collision) for something that could've been achieved with four files. Make your own judgment of that.
So what's the deal? The game is infamous for its longass loading times - half of the game is staring at that spinning pizza. But why does it happen? That's where it gets interesting.
Nearly every single seemingly shared asset in the game is a duplicate. Every tree and platform and so on are not reused assets, but separate files. This was extremely tasking for 2001 PCs.
The ultimate crowning example is the asteroid belt minigame near the end of the game. You encounter 235 asteroids on your way... all of them separate files. There are two variations of them. So the game loads 470 files (for models and collision) for something that could've been achieved with four files. Make your own judgment of that.
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