So Ive got this golf game. The playareas in it are composed of a set of a library of backdrop objects that are grassy patches in various shapes. Level design for me consisted of putting these objects in various configurations.... This works, but the strategy didn't produce much variety in the levels.
A real golf course has massive areas of green and fairway, but these would be massive backdrops that would take up the whole frame. Furthermore, each frame would need its own big backdrop, so the filesize of my game would go up.
An alternative technique would involve something like a quick backdrop with a non-square border. How can I accomplish this?
Im wondering if there is another way with shading. Is it possible to define a quick backdrop with a motif pattern, but then use some B&W image as a transparency mask to define the regions that are displayed? Im hoping this will keep the filesize of my app down. The quick backdrop would be a small image storage wise, and the B&W mask would be huge but hopefully easily compressible with only two pixel colors.
Either way, Im thinking performance will be terrible