Live data from Hacker News

Building a Game with the Real Engine

novalis.org

1–10 of 41 posts

Re: Building a Game with the Real Engine

#2
Point and clicks have quite a few similar examples, the genre lends itself well to dioramas because even when it's 3D it's often a fixed camera path that you can optimize for.

As an example, a nice looking one from a decade ago: https://store.steampowered.com/app/205020/Lumino_City/

Papetura also got a fair bit of attention for a while (for good reason, just look at it): https://youtu.be/ZVhtuKleLuI

Personally I love the hand-crafted "real" look these bring. It tends to consume a ton of disk space, but it looks good pretty much forever.

Re: Building a Game with the Real Engine

#6
post #2

Point and clicks have quite a few similar examples, the genre lends itself well to dioramas because even when it's 3D it's often a fixed camera path that you can optimize for. As an example, a nice looking one from a decade ago: https://store.steampowered.com/app/205020/Lumino_City/ Papetura also got a fair bit of attention for a while (for good reason, just look at it): https://youtu.be/ZVhtuKleLuI Personally I love…

Lumino City was the first one that came to mind for me as well!

The next one was the Fantasian, by the creators of Final Fantasy (https://youtu.be/ePFgyBtvqQU) - apparently this is finally coming to non-Apple platforms this year, at that.

Re: Building a Game with the Real Engine

#8
Oddly enough, some of Cliff Bleszinksi's first titles published by Epic (then Epic MegaGames) were point and click adventures like Palace of Deceit: The Dragon's Plight. They had MSPaint graphics and VB code.

This is a lovely continuation of that same tradition that takes full advantage of your analogue craftsmanship skills.

Post reply on HN