Live data from Hacker News

Making Graphics Like it's 1993

staniks.github.io

61–70 of 169 posts

Re: Making Graphics Like it's 1993

#63

Earlier quoted context omitted.

> rare shooters with a female protagonist It's not that rare, is it? Off-hand, and very mainstream; Perfect Dark, Mirrors Edge, Dishonored (don't remember if it's the first or second one), Metroid and more are all kind of "shooters" with female protagonist, although maybe Mirror's Edge is more just "first-person" than "shooter" to be 100% accurate. Not to mention the large selection of "RPG + FPS" where you can be ei…

Not a "shooter", but the "No One Lives Forever" franchise is another example of a female protagonist in a first person game. Edit: I completed forgot Chell from Portal, too!

If Portal counts, so does Control

Re: Making Graphics Like it's 1993

#64

Earlier quoted context omitted.

> rare shooters with a female protagonist It's not that rare, is it? Off-hand, and very mainstream; Perfect Dark, Mirrors Edge, Dishonored (don't remember if it's the first or second one), Metroid and more are all kind of "shooters" with female protagonist, although maybe Mirror's Edge is more just "first-person" than "shooter" to be 100% accurate. Not to mention the large selection of "RPG + FPS" where you can be ei…

They're definitely rare. Mirror's Edge is almost 20 years old. Reaching back that far for an example just reinforces how rare it is. If you tally all the FPS releases in a given year, a supermajority are going to have male protagonists.

???

Mirror's Edge has a female protagonist, but it's not an FPS (First Person Shooter). It's a parkour simulator which technically lets you shoot a gun in limited sections of the game, but the protagonist is a pacifist and you get a bonus for decommisioning guns rather than firing them.

If the thread would like some hard data:

- 19,526 games on Steam tagged "female protagonist" https://store.steampowered.com/search/?tags=7208&ndl=1

- 13,578 games on Steam tagged "FPS" https://store.steampowered.com/search/?tags=1663&ndl=1

- 727 games on Steam tagged both "female protagonist" and "FPS" https://store.steampowered.com/search/?tags=7208%2C1663&ndl=...

So it looks like the two categorisations, for the most part, don't intersect.

Notable counterexamples would include Rise of the Triad, Ion Fury, No One Lives Forever, Wolfenstein: Youngblood and Far Cry 6, but definitely rare. You'd be clutching at straws to describe Portal or Alien: Isolation as FPS (they're a puzzle game and survival horror game respectively), likewise the Resident Evil / Clock Tower / Fatal Frame / etc. games with the novelty option of switching to first-person view, they're naturally third-person perspective. Left 4 Dead has one female character out of four you can play. You might count that one DLC for Bioshock: Infinite where Elizabeth gets a shot (https://www.youtube.com/watch?v=1E1lh-pb6Is). You might count the few FPS RPGs that there are with customisable characters (so yes Fallout, but not Mass Effect as it's third-person). But female protagonists are massively more prevalent in survival horror, metroidvania, third-person shooters (Tomb Raider, Monster Hunter, Horizon Zero Dawn, etc) and other genres besides FPS.

Re: Making Graphics Like it's 1993

#65
I find the most interesting things are the internal tools -- like the Python script to generate the gib animation, or the other Python script to generate 2D spritesheet from Blender. OP is definitely a 10x engineer who can also do good arts. This is very rare IMO. I'm very surprised to find that OP has consistent art direction.

Re: Making Graphics Like it's 1993

#67

I find the most interesting things are the internal tools -- like the Python script to generate the gib animation, or the other Python script to generate 2D spritesheet from Blender. OP is definitely a 10x engineer who can also do good arts. This is very rare IMO. I'm very surprised to find that OP has consistent art direction.

It seemed, as a fan of the genre in the 90s, like these Renaissance Engineers were behind every major hit. I remember some of their names, they are true artists.

I have no idea the names of nearly anyone but a CEO or lead Director in the games industry of the past 15 years.

Re: Making Graphics Like it's 1993

#68
post #2

This is taking a lot of inspiration from Doom, but the actual raycasting engine is more like Doom's predecessors, the most well-known of which is probably Wolfenstein 3D: perpendicular walls, constant floor and ceiling height. Wolf3D didn't have textured floors and ceilings because of performance reasons, but several other similar games had them. Doom and IIRC Duke Nukem as well used a BSP engine which was much more…

> Duke Nukem as well used a BSP engine The Build engine didn't use BSP, it treated connections between sectors as portals and rasterized the walls as (90 degree rotated) trapezoids while performing clipping against those portals. This allowed it to have dynamic wall geometry (e.g. moving trains, rotating light fixtures, etc) as well as "room-over-room" setups as long as you couldn't see both rooms at the same time (i…

I always loved that the bridge you mentioned could take damage and fall down, screwing you over in the very first level, unless you knew where the Jetpack was stashed.

Re: Making Graphics Like it's 1993

#69
post #2

This is taking a lot of inspiration from Doom, but the actual raycasting engine is more like Doom's predecessors, the most well-known of which is probably Wolfenstein 3D: perpendicular walls, constant floor and ceiling height. Wolf3D didn't have textured floors and ceilings because of performance reasons, but several other similar games had them. Doom and IIRC Duke Nukem as well used a BSP engine which was much more…

With regard to floors, afaik even DOOM didn't do them correctly. With vertical walls, the perspective divide needs to be done only once per column of pixels for a given wall segment.

For floors, unfortunately there's no such luxury, and if I remember correctly DOOM subdivided floors into patches, and only did proper perspective at the corners, and interpolated inbetween.

Re: Making Graphics Like it's 1993

#70
post #2

This is taking a lot of inspiration from Doom, but the actual raycasting engine is more like Doom's predecessors, the most well-known of which is probably Wolfenstein 3D: perpendicular walls, constant floor and ceiling height. Wolf3D didn't have textured floors and ceilings because of performance reasons, but several other similar games had them. Doom and IIRC Duke Nukem as well used a BSP engine which was much more…

Later on, in Shadow Warrior, you could even do that, i think they used portals to implement it and i remeber it was a pain to set up in the editor.

That did give us our first software rendered transparent water rooms though (Quake had the water opaque unless you had 3DFX card IIRC)
Post reply on HN