That's the resolution of the Dreamcast's VMU, IIRC.
What engine will this be made in?
128x128 seems a bit large per texture, why not go down to 64 or even 32?
What art style did you have in mind?
Not even once.
#1 according to wiki it was 48�32
#2 I want to use Unity.
128x128 is maximum I want to use. Depends on how close you'll be able to look at enemies or bodies. I would like to have wall textures in 64x64 so we can build WAD later for Quake community.
I would love to have art style like in Quake, but I don't know if this gonna work with 64x64. I minimized few screens with base textures and it looked ok. One thing for sure is that we need contrast between floor, walls and ceiling, so it's more clear to see what's going on with level.
to save time, if you are making it with quake art style, could you not use an existing community-made texture set?
#3 ohhh ok... I didn't even knew who she/he is.
I remember previous Low Rez Jam was ok. Few cool games were created. I don't think we should worry. We don't have to have any interaction with this persona.
#5 Good idea, I'll take a look at some community WADs and see how they behave.
...we can even load BSP mesh if you want :)
it will require additional file (for example XML) with enemy/item positions, but that's not a problem I guess...
The "mesh" you get from quake bsp is horrendous though - if you want to use a brush-editor to makes the maps you'd be better off making it as a quake 3 map, then using q3map2 to turn the brushwork into nice .ase models.
Use the Wavefront obj Export in the lastest TB2 Beta.
Just a thought - Doom style sprites looks better in low res than 3D models. And Doom's lack of vertical camera rotation also helped to avoid aliasing on vertical edges.
So, for best image quality at such low resolutions, I'd recommend a Doom style design, keeping sloped surfaces to a minimum.
The improvements I'd add on top of that are 32-bit color rendering and 15 fps animations on sprites, for well-defined and fluid visuals.
Use the Wavefront obj Export in the lastest TB2 Beta.
I assume that's just a simple conversion of brush primitives to triangles, which will have t-junction problems?
q3map2's .ase compile will clip and retriangulate the geo when appropriate to make it more like the sort of thing you'd make in a mesh modelling app.
I wonder whether you can even see t-junction sparklies at 64x64 res...
Just Thinking Out Loud
It could maybe be worth a try to run q1 qbsp with a larger -subdivide setting so it won't cut up surfaces so much, which could theoretically give a cleaner mesh. Light.exe will crash if you set it higher than default though, but that doesn't matter if you're only after extracting geo from it.
Collision is another consideration. With a sufficiently low-poly and clean mesh you should be able to just duplicate it and use as the collision mesh.
#8-12 - OBJ Export is very good idea. I'll take a look at this. Can items etc. be exported to OBJ too? If yes I guess it's exported as mesh object with some name. It could help with in-game items placement.
With such aliased image t-junction will be not a problem.
#10 - good point, I want to make free mouse look, but maybe it will be better to leave it to horizontal only. This way it should be clearer to navigate. We'll see when I get tech demo ready.
From my point of view sprites are harder to make ;) In 3D I just make one model with rig and animation, then I just modify or add elements and voila. With sprites you have too modify every frame of animation etc. Lots of work, but I guess for someone who's pixel artist it's a piece of cake, so if there is any pixel art master, feel free to join :)
#13 - thanks for a tip. I'll test it too.
#14 - yeah, but I fed Unity with many weird meshes and It always worked without a problem. Anyway it's always better to work with nice meshes instead of some garbage, so atm I think obj (or ase) export is the best solution.
Polygons, but yeah. Dunno about T-Junctions, but shared edges use the same vertices. Maybe that helps.
Down With Devi Cancer
Keep the tranny furry faggot's out of the quake 1 community !
Your address is a "recently reported forum spam source". Coincidence?
Pre-rendered sprites are another option. Duke 3D used that, afaik.
#22 - yeah pre-rendered is only option if I don't find talented pixel artist :D
Pixel Artist Here!
I would be intrested in doing collab on your project!
Here is some pixelart work in my portfolio
I also would like to mention that I am working as a Artist on Serious Sam's Bogus Detour
I am very comfortable working with unity
(I scripted and made the art for this game: https://www.youtube.com/watch?v=6v_LbWv5GHc
If you are interested you can email me at email@example.com
I saw some "test"-pictures, I think it looks cool =)
I hope to release first playable demo during the coming weekend. We (me and Christian) are working on core functionality and assets atm.
It works better than we thought :)
So, I tried it. Great game, a few things, maybe a little more air control AND, a little higher mouse sens =)
Looked really nice and played very well too otherwise, much better than the other FPSs that I tried that was made during the Jam.
Thanks very much! Chris did awesome job with visual part.
I'm just disappointed that there was no more time left, like 2-3 days, because enemies with guns are almost ready.
I'll fix few annoying bugs and post link to the game.
That was some tense weeks but finally made it through and with us a pretty neat game!
I was a bit skeptical making a 64x64 fps at first, mostly the limiting view of the game, but I am really proud of what we finally arrived with even thou we aimed higher!
Thanks for letting me part of this project khreathor! :)
It turned out great. Congrats!
The 3D enemies also turned out better than I expected.
looks great! :)
I've updated builds. Few patches and Mac/Linux builds.
I'll repost links again:
Here you can vote:
Here is game's page:
(Can admin update first post to have links for the future readers?)
Thanks again to Chris for helping me in development :)
Now we are thinking what to do next. Probably leaving 64x64 resolution and moving to something a little bit higher is a next step ;) Anyway... I think we have a good start to make this baby even better.
This Is Awesome
maybe the next one will be 16:9?
ESC goes to menu, ESC again quits the game instead of leaving menu. Nooo!
How do you vote??
That looks far better than I ever imagined it could. Good job and congratulations.
#33 - We're thinking about modifying it to proper aspect and resolution.
#34 - yeah, sorry for that, menu functionality was written on rush.
#35 - I'm afraid you have to be logged in.
#36 - thanks :)