Author Topic: The stuff we deal with during development  (Read 4384 times)

Mac Orion

  • Developer
  • Scavenger
  • *****
  • Posts: 150
  • Karma: +35/-0
    • View Profile
The stuff we deal with during development
« on: November 07, 2014, 10:08:39 am »



UnLimiTeD

  • Tchortist
  • ****
  • Posts: 490
  • Karma: +27/-1
    • View Profile
Re: The stuff we deal with during development
« Reply #1 on: November 07, 2014, 12:36:20 pm »
 :o
Wait, what?
First person to give Styg Karma.

I hereby declare that I love the oddity system and am in favour of shop and carry limits.

Mac Orion

  • Developer
  • Scavenger
  • *****
  • Posts: 150
  • Karma: +35/-0
    • View Profile
Re: The stuff we deal with during development
« Reply #2 on: November 07, 2014, 12:41:49 pm »
she didn't like her new shirt

Elhazzared

  • Tchortist
  • ****
  • Posts: 491
  • Karma: +7/-20
    • View Profile
Re: The stuff we deal with during development
« Reply #3 on: November 07, 2014, 12:57:50 pm »
If only those physics applied to the real world lol.

DMonin

  • Zoner
  • **
  • Posts: 52
  • Karma: +2/-1
    • View Profile
Re: The stuff we deal with during development
« Reply #4 on: November 07, 2014, 04:29:34 pm »
Richard Moreau, Vault 8

UnLimiTeD

  • Tchortist
  • ****
  • Posts: 490
  • Karma: +27/-1
    • View Profile
Re: The stuff we deal with during development
« Reply #5 on: November 08, 2014, 12:07:54 pm »
If you think about it....  :P

Well, that at least goes as proof that the models are 3D rendered. Kinda odd that nowadays you create a retro look by rendering stuff, then essentially making a screenshot of it. ^^
Then again, I think Diablo 2 worked the same way.
First person to give Styg Karma.

I hereby declare that I love the oddity system and am in favour of shop and carry limits.

Styg

  • Administrator
  • Godman
  • *****
  • Posts: 2368
  • Karma: +506/-30
    • View Profile
Re: The stuff we deal with during development
« Reply #6 on: November 08, 2014, 01:13:06 pm »
If you think about it....  :P

Well, that at least goes as proof that the models are 3D rendered. Kinda odd that nowadays you create a retro look by rendering stuff, then essentially making a screenshot of it. ^^
Then again, I think Diablo 2 worked the same way.

Nothing odd about that let me assure you. It's been done that way for a long time now. Diablo 2, yes, but also Diablo 1 and many other games you'd consider retro. ;)

MetaSieg

  • Probably not a Spambot
  • *
  • Posts: 23
  • Karma: +3/-0
    • View Profile
Re: The stuff we deal with during development
« Reply #7 on: November 10, 2014, 02:32:24 pm »
Off the top of my head, Baldur's Gate and Icewind Dale did this as well.

Eliasfrost

  • Tchortist
  • ****
  • Posts: 343
  • Karma: +11/-0
  • If fate frowns, we all perish
    • View Profile
Re: The stuff we deal with during development
« Reply #8 on: November 10, 2014, 05:13:37 pm »
It's a great way to easily create multi-directional sprites, especially for isometric graphics. So it's not surprising that it was (and still is) a popular practice.

UnLimiTeD

  • Tchortist
  • ****
  • Posts: 490
  • Karma: +27/-1
    • View Profile
Re: The stuff we deal with during development
« Reply #9 on: November 11, 2014, 12:46:46 pm »
Actually I assumed by now everybody did that. Darn.
Everything on one sounds like some serious work.
First person to give Styg Karma.

I hereby declare that I love the oddity system and am in favour of shop and carry limits.

Mac Orion

  • Developer
  • Scavenger
  • *****
  • Posts: 150
  • Karma: +35/-0
    • View Profile
Re: The stuff we deal with during development
« Reply #10 on: November 11, 2014, 02:23:19 pm »
Talking about Diablo 2's sprites, it used a nice trick of reducing the amount of redundant sprites. Instead of having sprite sheets for every possible equipment combination for all characters, some pieces of equipment were stored in separate spritesets and those were rendered on top of the character base sprite.

I always wondered why more games don't use that approach. I guess it takes a lot of work to implement properly.

Well it's easier now days to render a model in 3D on a rendertarget and use it as a texture in your sprite engine. This is something we would like to do but will not happen for underrail because it would need couple of months to set the engine, do low poly models and textures for all models we now have in the game and getting the animation right. Also we would need to change how we render stuff.

But for another game we would like to go that approach so we can have more animations for characters and overall better looking characters.

Underrail is really a mish mash when it comes to asset creation, some newer stuff looks better than older stuff, well that is the price of early access.

Usually I'm much faster in 3d, something like that I showed I can make in couple of hours production ready with couple of variations, doing that handpainted would take so much more time and it would multiply with every direction variation I want to have.