Post
by adeyke » Thu Jan 25, 2018 2:02 pm
Unlike many games with a pre-rendered background, QfG5 had a moving camera. The simplest way to simulate this would just be by zooming and panning the background, but I'm not sure if QfG5 did something more complex than that. If there's even a small difference in the zoom level, you won't be able to fit separate screenshots together (and even if you scale them to fit, the lossy nature of this could still leave the seam noticeable).
Also, while the graphics themselves are pre-rendered, there must be some sort of information about what 3D space an image represents. The 2D games do this by having each background image be accompanied by a control screen defining the walkable areas and a priority screen defining what parts of the image are foreground and what parts are background. QfG5 seems to go beyond this, though, with projectiles able to bounce off of or stick into various parts of the background. I'm not sure how they did this, but it wouldn't surprise me if the game actually did have rudimentary 3D models of the scenes that weren't displayed but were used to define these sorts of collisions.