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LowRez Jam 2016 - 64x64 FPS
Hey guys. On April 1st starts new Low Rez Jam:

I want to create simple 3D shooter rendered to 64x64 resolution. Some experimental shit and fun.

I could probably make all game by myself only, but I'm open for collaboration. More people = better quality. If you want to help me, let me know! :)

Coding/Scripting will be on my side. I would love to see some help with:
- textures;
- modeling;
- mapping;
- animation;

We need simple assets, we don't have to struggle with hi-poly or full texture sets. Just super low poly models and color texture (max 128x128).

I will show progress in this thread.

What do you think guys?
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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. 
Brushes only. 
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? 
It's You 
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! 
Hi khreathor

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:

If you are interested you can email me at 
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! :) 
Thanks guys!

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?? 
Very Cool 
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 :) 
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