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Making Graphics Like it's 1993

staniks.github.io

71–80 of 169 posts

Re: Making Graphics Like it's 1993

#71
post #10

I just noticed that this might be one of the rare shooters with a female protagonist: the cat has a calico pattern, and those are almost always female ( https://en.wikipedia.org/wiki/Calico_cat ).

> one of the rare shooters with a female protagonist No, this isn't a Perfect Dark game

Well done.

Re: Making Graphics Like it's 1993

#72
post #10

I just noticed that this might be one of the rare shooters with a female protagonist: the cat has a calico pattern, and those are almost always female ( https://en.wikipedia.org/wiki/Calico_cat ).

I doubt it was intentional, but in general, I am not impressed by that and don't find any value in that. Same with Hollywood's depiction of women knocking out guys twice their size. Unrealistic, ridiculous, and harmful.

You don’t need a penis to hold a gun.

Re: Making Graphics Like it's 1993

#73

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.

As a side note, I checked OP's other projects, and looks like he/she was already OK with arts from earlier on:

https://staniks.github.io/articles/inferno/

https://staniks.github.io/articles/worship/

Re: Making Graphics Like it's 1993

#74
I am not even a noob with game development. I dabbled with Godot a couple years ago and was making a funny weight lifter game, some sorta stat management sim. It was actually pretty fun but I didn't get past some pretty early working versions.

I thought I could really level up with Claude and I started working on a boxing game. It's been a total disaster. .·°՞(˃ ᗜ ˂)՞°·.

Re: Making Graphics Like it's 1993

#75

Earlier quoted context omitted.

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)

GLQuake introduced the r_wateralpha setting, which allowed transparent water, but the maps were still compiled with visibility calculations that assumed the water surfaces were opaque. You got visual artifacts unless you enabled r_novis to ignore the pre-calculated visibility calculations. Modern computers can handle it, but this was a heavy performance cost at the time.

To work around this, people used an unofficial tool to patch the maps to support transparent water:

https://vispatch.sourceforge.net/

Re: Making Graphics Like it's 1993

#76

There is nothing wrong with using AI. What I don't like is to see claims like "no AI slop" And yet it's riddled with emdashes and language "by hand" Seeing the skills of the writer, he definitely should be able to, but then I don't understand the claim.

We're getting to the point that building something with AI doesn't really indicate skill. So, for a prestige project, there is great value in avoiding AI use.

Re: Making Graphics Like it's 1993

#78

There is nothing wrong with using AI. What I don't like is to see claims like "no AI slop" And yet it's riddled with emdashes and language "by hand" Seeing the skills of the writer, he definitely should be able to, but then I don't understand the claim.

From the article they list a bunch of arbitrary constraints...

> If this sounds unreasonable to you, that is because it is.

Those listed, are tame. I don't understand this kind of faux modesty.

> My goal was to build a complete, shippable first-person shooter using techniques that were common in the early 90s

Goes on to explain how they used 3D blender...which wasn't available until 1998.

A vanity cat project being tailored and submitted for nostalgia clickbait. I don't think there's anything useful to take away from this other than some color shade selection ideas.

Re: Making Graphics Like it's 1993

#79

Earlier quoted context omitted.

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

Control's not first-person. You are looking at Jesse's back for pretty much every moment of gameplay.

Re: Making Graphics Like it's 1993

#80
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.

Yes, essentially with a second rendering pass. Not cheap to implement which is why the game used it relatively sparingly.
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