Ultimate Death Smashers: The Smashening
So! HELLO ALL YOU BEAUTIFUL PEOPLE!
We are jamming this weekend, on a first person shooter (basically to test and get multiplayer working for broforce!)
When jamming I think its important to do some prep first, especially if you want the weekend to be reasonably stress free. Jst to research style and stuff.
So heroes the wip player model :P!
314 triangles, texture will be 64x64.
We are jamming this weekend, on a first person shooter (basically to test and get multiplayer working for broforce!)
When jamming I think its important to do some prep first, especially if you want the weekend to be reasonably stress free. Jst to research style and stuff.
So heroes the wip player model :P!
314 triangles, texture will be 64x64.
Comments
I love how it's 16-bit but in 3D. I think the antenna by his head superfluous, just make the earpiece block a little bigger and different colour to highlight it.
I don't mind the antenna :) Dude looks like fun :) Jamming sounds like fun! :)
Pixel art normal maps and real-time lighting. :P (7.7MB gif)
Shadowing is another wrinkle ;)
I say "lit" because I don't think one could get such a drastic change in lighting with ordinary real-time lights, i.e. getting a surface to shift from a blue-purple all the way to a yellow. It's beautifully painterly. You could try it in some custom lighting model... and I'm sure there are win shader hackers that could pull it off, but I don't know how I'd approach that. :)
Staring at it for a bit, it seems that the "unlit" blue bits never get any darker. Similarly, once a pixel is lit the light close by, it never gets brighter either. (i.e. no overbrightness, white highlights, hdr kinda stuff.) I'm totally thumbsucking here, but I'd guess that they have two textures: a "shadowed world" texture (bluish) and a "lit world" texture (yellowish), and lerp between them using the result of the lighting calculation. This is how I'd try doing it anyway (or some variation. Lookup maps maybe, instead of having to texture the whole world twice).
Hey, here's a weird thought, maybe using tesselation and whatever DX11 hacks exist, one could get shadows working too, by actually deforming the geo? :P 99% of the time, yeah. :) Occasionally you see people actually using the backward normal direction to get a fake subscattering effect, for leaves and stuff. (Like here.) I've also seen it used for some other non-standard stuff, but I can't remember the details.
On Topic : @Bevis, are you guys planning to put up the resulting games here? :)
I dunno about deforming geometry - if you're going to do that then you need to generate 3D models to figure out the deformation texture info from anyway. Then you'd be re-rendering some sort of shadow volume to figure out which pixels need to be lit or not.
I was mainly wondering about the shadowing due to a bump-shadowing technique I saw somewhere that would sample blurred (or mipmapped) versions of the normal map "back" along the line of light in order to see if a particular pixel should be in shadow or not. It wouldn't be perfect (wouldn't take other occluding objects into account, for instance) but it might work out, especially given that they're working with such large texels - there's basically "free" samples available that they're not using for aniso/trilinear or whatever.
@Rigormortis: Games are usually just collections of tricks ;)