Informed Equipment: Difference between revisions

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A video game playable character has quite a few sprites (2D) / skins and models (3D) to deal with, which makes it hard to justify changing that valuable art for something as fickle as his equipment. Drawing a 2D hero in the starting armor and the most powerful armor alone would double the sprite count for every frame of the hero doing everything in almost every direction; this only gets worse with combinations of different types of equipment. Some 2D titles ameliorate this by superimposing sprites on top of each other, or relying on [[Palette Swap]]ping. Three-dimensional models make this far easier to avoid, since you can simply change textures/skins, or bolt extra models onto the same skeleton, while reusing animations.
 
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== Straight Examples ==