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Istvan's Update:
The Asteroid Graphics Upgrades

The new asteroid textures that were added in patch 1.0097 were a long-awaited change to the look of Jumpgate. The new textures are double the resolution and have vastly increased color depth compared to the originals. Those original textures, besides being created more than five years ago, radroid.jpg (14201 bytes)under older graphical standards and constraints, were not very realistic. Broad color coding was used to identify the type of asteroid and its ore content. This was good from a gamist approach, but interfered with Jumpgate's appearance as a spaceflight simulation, age of the graphics notwithstanding. I've also heard some of the comments about the color of the common rocks....

The replacement textures are derived from reality, as seen in our own solar system. NASA's imagery of 951 Gaspra and 433 Eros, rocky main-belt asteroids, were used by our borrowed artist, SpaceMace, to generate the appearance and color used as the main layer for three of the five new textures. Photos of 253 Mathilde, a carbonaceous chondrite, and Saturn's moon Phoebe (which is an icy outer-system object captured by Saturn) provided the basis for our other two, darker, textures. To mitigate this strongly simulationist approach, elements of the original gamist color-coding system were kept in place: The old radioactive rocks were very green, with flecks of other color. Our new radioactive rocks have glowy green patches, visible in many of the craters. Ice rocks formerly were mostly white, easy to see from a distance. The new Ice texture includes snowy or icy white patches in many of the craters, as if the dusty outer layer has been blown away by impacts to reveal the frozen water beneath. Semifluxors were famous for being dreadfully dark and hard to spot. The new texture keeps that dark, carbon-coated look. Lastly, our precious metal asteroids used to be grayish, with flecks of bright colors. The new texture has metallic silvery and coppery flecks, revealing the ores within.

Much of game design can be viewed as a balance between simulationist and gamist approaches. Simulationist design seeks to create games with realistic characteristics. A realistic game tends to make logical sense, and players can figure out tactics that really work in the game on the basis of their own intuition about how things work in the real world, or in fantasy or science-fiction worlds they know of that are like the game they are playing. The gamist approach to design involves a focus on making sure that the basis of the game is fun, regardless of realism.

Common      Precious    Radioactive     Semifluxor      Ice
(place cursor over picture to identify asteroid type)


Asteroids are so ubiquitous in Jumpgate that they were a logical target as we try to update the look of the game. The decision-making process behind our new asteroid textures attempted to strike a balance between simulationist and gamist design. I know some players will disagree with the choices made, but I hope everyone will agree that these fresh textures compete far better with asteroids seen in other spaceflight games available today.

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