get out.Pre-rendered backgrounds are meh. Even the simplest thing like foliage moving on the wind go far beyond what pre-rendered backgrounds could to for the game.
DU could (but probably doesn't want to remember it in order to) expand on that or correct me if I misspoke, but Art-related issues were probably the least of our problems with FMF. If one of the artists can speak to it, they can comment on what problems they had with making art, but whatever they were, our artists handled most of them well enough to be invisible to the rest of us.
This will require writing of in-house tools, and will become the make-or-break test for the game, where they will have to choose between going for Fallout level, or backing down into Mass Effect level of interactivity and branching.
The truth will set you free. It's not 1998 any more. You can have beautiful, *animated* backgrounds. I know, hard to believe.get out.Pre-rendered backgrounds are meh. Even the simplest thing like foliage moving on the wind go far beyond what pre-rendered backgrounds could to for the game.
If you wan't beautiful animated backgrounds, give me a call and I'll come and piss down your monitor.The truth will set you free. It's not 1998 any more. You can have beautiful, *animated* backgrounds. I know, hard to believe.get out.Pre-rendered backgrounds are meh. Even the simplest thing like foliage moving on the wind go far beyond what pre-rendered backgrounds could to for the game.
Oh...and 2D backdrops can have animated effects to.. THE MORE YOU KNOW!
What's the point of assembling, say, grass straws in 3D application and then rendering X frames of animation so you have a 2D animated background?
Imagine exploring a painted landscape. That's what this game does.
[--]
--In this game, every inch of the game world will be sculpted by an artist. It's going to be unique, and it's going to make our competitors cry.
Easy...YOU WOULDNT! No one has been retarded enough to make the backdrops into a movie.
To this date, not a single real-time 3D game can beat the vistas presented by proper 2(.5)D game.
Easy...YOU WOULDNT! No one has been retarded enough to make the backdrops into a movie.
To this date, not a single real-time 3D game can beat the vistas presented by proper 2(.5)D game.
I think we're getting there.
Backdrop as in..I thought you were talking about using movies as backdrops.
What's the point of assembling, say, grass straws in 3D application and then rendering X frames of animation so you have a 2D animated background?
No, really? You blit them? And suddenly it's not rendering multiple frames of grass in your 3D package... how?Easy...YOU WOULDNT! No one has been retarded enough to make the backdrops into a movie.
You blit the effects( or even use 3D effects layer on top for that matter)
You can do the same in 3D. Decals have been known for ages, id Tech is not the only one to use some form of megatextures. And there are many, many other ways to do the exact same stuff w/o being forced to rebuild sprites from assets in your 3D package every time you tweak something.Take infinity engine, most of maps there are quite clearly 3D and template produces, but before release...you have a artist go over the to fill in anything that wasnt generated. Sorta like a human pixel shader.
That gives the maps oh so much soul then anything a scenegraph can provide.
And 3D is forcing you to rotate camera... how?There is an another argument for 2D. interface...alot of CRPG with top-down 3D view can't seem to allow people to point the camera whereever they fucking please.
Right... 3D is being made by smiths, 2D is being made by artists. Got that. It's not like there's a difference between art direction and techniques employed to achieve it. None at all.3D is design by committee, not work of art.
But I'm sure skilled in code and art codexians know better than industry. That's probably why there were about two full-2D AA/AAA games released in the last 12 months: Rayman Origins and Skullgirls. Man if only people budgeting games were listening to you, they'd be swimming in cash. But since people romanticizing 2D are the main target of W2, I wouldn't be surprised if he went this path just to be sure not to piss you off. :D
To be honest that was just a me being a dick and taking what you said literally.No, really? You blit them? And suddenly it's not rendering multiple frames of grass in your 3D package... how?Easy...YOU WOULDNT! No one has been retarded enough to make the backdrops into a movie.
You blit the effects( or even use 3D effects layer on top for that matter)
Thats true for textures , but what if you wanted a knocked over stonepost here, some rubble there, etc, you obviously can't because the 3D view transforms differnt results for each position.You can do the same in 3D. Decals have been known for ages, id Tech is not the only one to use some form of megatextures. And there are many, many other ways to do the exact same stuff w/o being forced to rebuild sprites from assets in your 3D package every time you tweak something.Take infinity engine, most of maps there are quite clearly 3D and template produces, but before release...you have a artist go over the to fill in anything that wasnt generated. Sorta like a human pixel shader.
That gives the maps oh so much soul then anything a scenegraph can provide.
And 3D is forcing you to rotate camera... how?There is an another argument for 2D. interface...alot of CRPG with top-down 3D view can't seem to allow people to point the camera whereever they fucking please.
Pixels are beautiful and a line drawn by human hand has always more soul than one rendered by a machine
Sure, you can achieve "beautiful" with both 3D as well as 2D. The things that change are cost and iteration time. Both are huge factors for a small studio.Lets see. 2D art can be equally or more beautiful as 3D. Using 2D art does not stop you from employing layers, transparency and a whole lot of the same effects as 3D games utilize. In the first place, our argument is that we do not need all of that eye candy.
I'm not. I'm a simple graphics programmer. I spend most of my time debugging various renderers.Since you are well versed in everything
And I love me some roguelikes. Raising 3mil to build an ugly game doesn't sound to me like a great business model though. Fargo stated something along the lines of "selling 1mil copies will let us build our favorite games for the next 10 years". Assuming that's the goal, W2 not only has to be a good game gameplay-wise but also a pretty decent looking one. Nobody is expecting characters polished to the level of, say, Gears of War. Especially since we're not gonna see them in such a detail on the screen. And I don't think we should expect artists spending several months polishing characters in Zbrush, iterating on textures, normal map export, etc. With that in mind i think it's reasonable to assume, that animated objects will be in 3D, real-time. Not hand-drawn, not sprites exported from a 3D package (this would be the second most probable option but I simply see no benefit over rendering in RT). There's been a suggestion in this thread that terrain engine will prob be tile based - it probably will, but that doesn't mean it cannot be varied or that it has to be 2D (think: Torchlight - it's 3D and prefab/tile based). There's a thread somewhere on Codex with a pretty cool 2.5D engine presentation (great idea BTW; I did a similar thing in the past for the side scrolling engine). This is also a pretty likely thing they could do. The only problem is that no current middleware has this in-box and I'm not sure they'd go for developing something substantial from scratch. That's a waste of resources and a stall situation for game designers.you probably also know how much time and effort it takes to produce a single fully modelled, textured and animated character model. You'd probably be shocked to hear how few resources were spent in making the art for some of my favourite games.
I'd love to see those sentient machines spewing pixels which were NOT prepared by artists...Pixels are beautiful and a line drawn by human hand has always more soul than one rendered by a machine. Or something faggy like that.
Could you restate this? I'm not sure I get what you're saying. You can easily have 10 stoneposts onscreen, each with slightly different texture (or even state of decay), different rotation, stale, position, etc. You can even push them with a simple draw call using instancing. But I'm not clear if that's what you're claiming to be impossible.Thats true for textures , but what if you wanted a knocked over stonepost here, some rubble there, etc, you obviously can't because the 3D view transforms differnt results for each position.
It could have been a design decision or ten different things. Past titles are no indication of what is/isn't possible for future ones. Both in terms of expanded, as well as contracted feature set.The only reason I can think of why they added this constraint, is because of shitty performance handling.
Could you restate this? I'm not sure I get what you're saying. You can easily have 10 stoneposts onscreen, each with slightly different texture (or even state of decay), different rotation, stale, position, etc. You can even push them with a simple draw call using instancing. But I'm not clear if that's what you're claiming to be impossible.Thats true for textures , but what if you wanted a knocked over stonepost here, some rubble there, etc, you obviously can't because the 3D view transforms differnt results for each position.
It could have been a design decision or ten different things. Past titles are no indication of what is/isn't possible for future ones. Both in terms of expanded, as well as contracted feature set.The only reason I can think of why they added this constraint, is because of shitty performance handling.