St. Toxic
Arcane
Nobody is expecting characters polished to the level of, say, Gears of War.
Nobody is expecting characters polished to the level of, say, Gears of War.
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.
This fallacy is called "post hoc ergo propter hoc": you're assuming that there's a connection between technical aspect of the game and its art style. Your assumption is that because games exposing aesthetics you enjoy were all (or mostly) hand-crafted 2D, that means that there's a causation involved from the technical aspect to the perceived beauty. But there's little (if any) correlation between art style and the type of renderer you're using.
This is a hard subject.
This fallacy is called "post hoc ergo propter hoc": you're assuming that there's a connection between technical aspect of the game and its art style. Your assumption is that because games exposing aesthetics you enjoy were all (or mostly) hand-crafted 2D, that means that there's a causation involved from the technical aspect to the perceived beauty. But there's little (if any) correlation between art style and the type of renderer you're using.
Unfortunately, there is. It's not like you just painted a statue. Texture work goes through a lot of transformation in hardware and software in realtime, and that transformation process is often vastly inferior to non-realtime image processing methods (painting by hand, ray tracing).
And of course, there's the aforementioned performance issue. You can cram infinite amounts of polygons into 2D art without a performance hit, while 3D art is restricted by intended system requirements.
Most 3D games look alarmingly alike. The lower the budget, the more alike they look.
Back when games were only 2D, there was a lot more difference between them. Partially because of not having performance restrictions, partially because of not having so many transforms between artwork and end result (every pixel you see, could be, literally, controlled), and partially because there was no such thing as "3D accelerator structure" with its GPU, alpha blending, and other readily-available yet inherently limited tools.
All tricky effects were coded in software, which allowed for some distinct looks/animations created by need for optimization or other trickery - unique to a specific game. Such as the character animations in Wasteland, for instance.
It was actually possible to take existing hardware and create something people have never seen before, as John Carmack did with his first side-scroller engines. These days... it's still possible, with 3D hardware, but it is ever-so-rare. Everyone uses templates - preused engines, preset "academically accepted" methods of doing things. All effects look the same. Fixed. Digital.
They don't have an analogue look to them, they don't make you wonder how they work - you just have your blurry particles and your volumetric fogs and shit. Specular effects look the same everywhere. You look at something and whoa, it's specular. Whoa, that's anisotropic filtering. Whoa, that's normal mapping. The fancy "sunshafts" from WoW look exactly the same in Tribes:Ascend. They're sunshafts, man.
2D is a very different beast from 3D. It is largely disconnected from any and all filters, preconceptions and limitations of current technology and development mantra, the only exception being the pixel resolution of the end image.
This fallacy is called "post hoc ergo propter hoc"
Same goes for camera, an argument people often bring up. To be honest, there is not a single 3d cRPG I played (like NWN2, Vampire the Masquerade:Redemption, the dungeon siege games, hell even Age of Decadence) where I am not constantly raging at the camera movement. Why do I have to use additional time to constantly tweak the camera, rotate it, zoom in/out when I just want to play the game? I don't need to view this house or this tree in multiple angels, just render the assets in one angle and lock the camera, be done with it. If you walk behind a wall, then let the engine render contours of your character so you can see him, or do it the Fallout way and make a circle around the character in which the "blocked" wall gets invinsible. Were games like Jagged Alliance 2, the Infinity Engine games and so one really inferior because you couldn't rotate the camera? They weren't for me, they were convient to control and easy to handle, without me having to constantly fuck around with the camera.
Just a side note: according to official forums inXile is down to 2 engines to chose from, Unigine being one of them (no info on the counter-candidate, UE is probably the most obvious choice). There's also a statement from one of the devs that platforms are to be disclosed in the next few days. If they decide to port to Linux, there are very few options to chose from (essentially Unigine, OGRE and recently revived Torque).
Fuck Linux. Wasteland 2 on more than one platform is a pipe dream. The longer this dream is maintained, the worse it will be for the project.
all hail my platform fuck the others... yeah, a Wasteland2 FPS would be better easier to develop since most of the engines already have proven FPS capabilities right? maybe a post-apoc-pop-a-mole would wet the fans, but hey keep it WindowsXP compatible only, keep the dream alive man!Fuck Linux. Wasteland 2 on more than one platform is a pipe dream. The longer this dream is maintained, the worse it will be for the project.
all hail my platform fuck the others... yeah, a Wasteland2 FPS would be better easier to develop since most of the engines already have proven FPS capabilities right? maybe a post-apoc-pop-a-mole would wet the fans, but hey keep it WindowsXP compatible only, keep the dream alive man!Fuck Linux. Wasteland 2 on more than one platform is a pipe dream. The longer this dream is maintained, the worse it will be for the project.
all hail my platform fuck the others... yeah, a Wasteland2 FPS would be better easier to develop since most of the engines already have proven FPS capabilities right? maybe a post-apoc-pop-a-mole would wet the fans, but hey keep it WindowsXP compatible only, keep the dream alive man!Fuck Linux. Wasteland 2 on more than one platform is a pipe dream. The longer this dream is maintained, the worse it will be for the project.
It has nothing to do with affinity to a specific platform, but with the scale of the project, size of the company, and platform-specific QA that is inevitably required, even if your engine is "cross-platform capable". There are always differences between platforms, there's no such thing as a seamless porting process.
see:If I were them, I'd try to book Ryan C. Gordon, unless he is taken for that far ahead already (which unfortunately is quite possible). Few people have the experience he's got; he could easily handle both ports single-handedly.
see:If I were them, I'd try to book Ryan C. Gordon, unless he is taken for that far ahead already (which unfortunately is quite possible). Few people have the experience he's got; he could easily handle both ports single-handedly.
https://twitter.com/#!/icculus/status/186660489470812160
@icculus I'm trying to start a company for porting games to Linux, along with localizing other games. If we can get moving, you want a job?
That's why you buy an engine, they take care of the low level driver and OS issues. If they are worth anything at all. It's not hard to write renderer or tools it's easy, what's hard and expensive is to maintain it and keep it bug free on all platforms. For engines like torque you are going to have to deal with things yourself, but for something with tens of thousands of dollars per license you should have that level of support or it's madness to pay them.
If the engine supports the OS you should have to do nothing special for different platforms, and if bugs pop up you send them on to the engine maker and get free support.
Sure that would make some sense if Mac Linux and Windows didn't all use exactly the same hardware. So does Xbawks for that matter.
It should be a snap to port to the platforms involved, excepting the driver issues.
The biggest goal of a game engine maker is to make things work properly across platforms and with driver versions. Some do a better job than others, and you should select one that does it properly. Unreal 3 does a good job with this, even though it has some serious defects because of this. Why make things that run and look as good as they can on PC and are easy and powerful to use when all you make is corridor console shooters?
Two issues here.
1) So driver issues are the responsibility of the buyer of the engine for platforms they support? Sorry, this is ridiculous. You don't pay a million bucks to get Unreal and then mess with driver issues yourself. You mess with driver issues only if you port yourself, or use a really crappy barely supported engine. Maybe your hobbyist code makes you think this is how professionals work but let's try to deal with planet earth. You still don't get it, you are porting to the same hardware. The drivers are the responsibility of the engine maker to deal with. That's the whole value of having middleware from someone else, they take care of the massive task of 3D accelerator compatibility.
2) Sure they have port teams for dealing with consoles and embedded devices and things that are genuinely different, or if they port things themselves. I already pointed out before the example you brought up just doesn't apply. If an engine doesn't provide things like virtual file system, its own thread and sound library, and all the basic stuff you need for a game in a crossplatform manner it's a complete joke.
Summary is, your hobby code using low rent tools is absolutely nothing to do with buying an engine that supports all your platforms and has been used to make AAA games on a platform before when all the platforms use the same hardware. Especially since it's in 2D anyway, and you are whiteknighting 2D now. So whatever, you wanna keep herp derping you're welcome to it.
Seriously, unless a game engine was developed in .NET (LOL), infected with shitty GFWL, coded shoddily without any regards to OS-independent standards and/or totally reliant on DirectX having no OpenGL support there is no reason it can't be compiled under Linux.