![]() ![]() something like "Jump - No jump/normal jump/double Jump". An option for the editor for the player start. because I would love to have maps the old way like in Doom where a shotgun Zombie or a pistol Zombie drop nothing or bullets but not a weapon. maybe for the Shotgun-Zombie like "Drop weapon - yes/no". ![]() so you can write "Level 01" or "Floor 03" or "I wuz here" or "Jon ate Garfield" or whatever!? Maybe some symbols you can put on walls with numbers and letters and signs and so on. Like the blood-spot you can use on the floor or wall and so on. something you can put on walls for decorations. but I guess that is too difficult and will stay a dream. Best would be an ingame-editor for own textures. and more endless textures for walls and ceilings and so on. more different stone textures (Like the ashtar ones. different plain metal textures with rivet studs. one with a background of mountains and clouds you can change colors for blue sky and white clouds and red sky and clouds for alien planet atmosphear and so on. one with only stars and dark space to create maps on a spaceship or on platforms in space. Or the futher levels will have a look on its own if they cam out in future levels. only two different so far and not a single one only with stars so you cannot make space-levels in a spaceship or on platforms in space or something like that.īut to bring in new textures will be difficult because. There has to be more stone-texutres and more textures for the floor and the ceiling to create different looking maps for the comunity.Īnd no wooden textures are in it at the moment and no textures for living flesh to create something structurated living material like in Doom or Quake 3 Arena and so on.Īlso the Skyboxes. You can do good levels with it but the amount of the textures is not that big at the moment like in other editors. The amount of monsters who only scratch or bite is minimal. Or a small doglike thing (Not that big like the four legged cowlike monster already in the game) that runs fast and bites or something like that. for long distance attacks but without shoting effects. something between the slow Zombie and the Shotgun-Zombie. Maybe some sort of a fast running and/or jumping Zombie. I would like to have more monsters for the beginning of the game. ![]() That means only harder and bigger monsters can be added and no primitve monsters for the beginning. So there will be only new levels after the ones that are already in the campaign. the campaign or the first couple of maps in it is set. and when!?īut I think to add new content (Textures, Monsters) will be difficult now. Personally, I rather look at sprites like they have in Ion Fury, the ones in Prodeus evoke something of an "uncanny valley" for me.We have to wait wat comes up. There are a few too little gaps for the imagination to fill out to work like 8-directional sprites do. They are using 16-directional sprites afaik and IMO that reaches a level of 3D-detail where you might as well just use full 3D animated models to begin with. * Not sure if I like this look myself, but it sure looks intriguing. ![]() There are lots of styles that I don't enjoy, no matter how well done they are (e.g. Graphical style is something you can enjoy or - like you in this case - not.īut don't confuse your subjective taste with objective quality. There is no doubt Prodeus devs are going for the highest graphical quality they can achieve, most devs generally do. It is rather objective and has nothing, absolutely nothing, to do with the amount of pixels or vertices on display. Graphical quality is high if the art style is well-executed and consistent - "everything fits together". You also strongly confuse graphical style with graphical quality. Just like there are still black-and-white movies being made - a conscious decision of style for various reasons, not necessarily to look like "back then". Nowadays, a look like that is very often a conscious decision, and those kinds of decision generally lead to the best results. I'm very sure the devs of those days wanted to give the highest graphic quality they could achieve with the few technical resources they had.You are right about why the games looked that way back then, but you completely ignore the fact that now these looks are "rediscovered" not as a technical fact or limitation or excuse, but as a style of choice or - like in this case - something to experiment with to achieve interesting results (*). In those days, the games looked pixelated because of the technical limitations of that era (like low res images and 256 colours) and not because the developers wanted to do that. Quoting: Comandante ÑoñardoI am really tired of these "retro" look games. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |