


Because neither png nor jpeg support multiple layers, the Media Trunk contains a large number of source files in the xcf format (native to the Open Source graphics tool GIMP.) Maintaining these original files as sources in the Media Trunk, makes future modifications to those images much easier. 2D Formats and ToolsĪny 2D graphics program may be used to create content as long as it can ultimately generate png or jpeg. Some jpeg files are used as loading scenes (pictures that are displayed on the screen while a game loads) due to their superior handling of photographic images. The predominant graphic file type in Widelands is PNG due to its lossless compressibility and support of alpha channels. Productionsite Program Reference - a file commands for production sitesĮvery graphic, even those modeled in 3D, ends up as one (or more in the case of animations) 2D image by the time it is usable in the game.CampaignUi - Explanation of the structure of campaigns in Widelands.
#Widelands obejctive full#
Worker Programs - Full list of commands for worker a files with usage examples.ImmovableProgramReference - WARNING: Technical Content.GenericMovementSuggestions - A short brainstorm of animations.DevelopmentgameContent - Descriptions of tribes, story lines, etc.It should also go without saying that a consistent use of colors and patterns is very important to tie the player's experience into one cohesive whole. In other words, we try to keep it visually interesting without assaulting the player's senses. Careful attention also must be made in the use of colors that will not distract and clash with other screen elements.

In visual terms, we attempt to achieve this through the use of muted colors and some softening of photo-realistic images. The overall style of Widelands aims for a "gentle" player experience.
