Video Game Chat Thread - Pre-Alpha Experimental Version

Are videogames for children?


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For example:
https://www.mobygames.com/game/anodyne-2-return-to-dust
Jonathan Kittaka trooned out and is a Zoe / Nathalie / Meg Jayanth supporter. Sean Han Tani is probably one, too, but he keeps professional on twitter.

A pity, the original Anodyne was good and had no troons or faggotry (or indeed politics, aside from a meta dig at violent games).

Lol. You should read Sean's blog (and look at his old games on itch.io). The stick up his ass must be bad dragon grade judging from the amount of salt he produces.




Also, gotta disagree about Anodyne 1. It's literally one of those newgrounds flash games where the entire concept is "Rubbishy ripoff of old game but with edgy plot". I'm certainly glad we're past that era of game development.

As shitty as Anodyne 2 looks I can at least appreciate they created something semi-original. One thing I hate however is that now they're attempting to tug at MY heartstrings with PS2/GBA references and it feels cheap and makes me upset. The meta humour also manages to be worse than the worst bits in undertale and just keeps going. I am utterly sick of games that can't resist the urge to remind everyone it's a game. That shit has been old hat since the mid 90's and I long for the days when game developers could at least pretend to be professional about stuff like this.
 
Back to shitting up this thread, it seems...

 
So, I just stumbled over "Generation Zero" and it looked kinda neat (albeit uninspired), so I checked it out a little more... and there's DLCs (most of which are free), that add stupid clothes and silly dance moves.

Is there anything as cancerous as that shit? Lost interest in the game instantly.
 
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Am I rite fellow gamers
 
i know there's a bunch but i'm not seeing people tote it like it's hot shit like SUPER INDIE SPRITE GRAPHIX

which is fucking good, because i was tired of "lazy 'retro' spritework" being a """"""""feature"""""""" in games

It takes a completely different skillset to make something like that. Sprites are just sprites and sparsely animated. An intentionally low-poly figure needs to be thought out in a different way and made with different tools than a 8 bit sprite, even static meshes would be a roadblock for them. Twenty years ago you could be tasked with building a tank and it cannot exceed 350 polygons, that could be sweaty. For a modern retro-looking game the limits would be looser but they still have to stick to the theme and look.

Characters that move needs to be rigged and animated, that's a different skill set and then there's painting UV maps to texture them, that takes a while to get your head around. Then there's the whole aspect actually making a game in 3D.

The people making pixelart games probably can't easily just slide into 3D without re-learning a lot things.

Grow Home built their graphics in an interesting what that I have long thought would work well visually: low-poly, planar shading, great draw distance just crank that AA as high it can go to make it look sharp.

It's a visual style that has been rattling around in my brain ever since I saw this in 97-98 or so. There's something to it, it can be cool. I mean, just look at the low-poly face of Groove Champion there.
games interstate-76.jpg
 
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FFS, it might be a nice idea to built stuff in Medieval Engineers, but the way how you built stuff with these awkward setpieces and these absolutely, horrendeously, frustrating controls is just an abomination. Half the time you either can't place stuff the way you want to or the pieces are so poorly designed, they are barely useful (the stairs are fucking garbage, for instance).
 
It takes a completely different skillset to make something like that. Sprites are just sprites and sparsely animated. An intentionally low-poly figure needs to be thought out in a different way and made with different tools than a 8 bit sprite, even static meshes would be a roadblock for them. Twenty years ago you could be tasked with building a tank and it cannot exceed 350 polygons, that could be sweaty. For a modern retro-looking game the limits would be looser but they still have to stick to the theme and look.

Characters that move needs to be rigged and animated, that's a different skill set and then there's painting UV maps to texture them, that takes a while to get your head around. Then there's the whole aspect actually making a game in 3D.

The people making pixelart games probably can't easily just slide into 3D without re-learning a lot things.

Grow Home built their graphics in an interesting what that I have long thought would work well visually: low-poly, planar shading, great draw distance just crank that AA as high it can go to make it look sharp.

It's a visual style that has been rattling around in my brain ever since I saw this in 97-98 or so. There's something to it, it can be cool. I mean, just look at the low-poly face of Groove Champion there.
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Most of those are really really low poly. However the car has UV maps on it while all the people just seem to have flat textures for 95% of their clothes outside of the guy with the buttons.

Notice the legs are two separate objects as are the arms, if you want to go really old school with something like that you would need to animate everything in full FK helpers on the rigs rather than IK.

I dunno if you would want characters with the same body type as the early virtual fighters since their arm movement will get wonky with the floating shoulders and can look really rough since you can overextend animations very easily due to how limited the characters are in their poly count. Probably if you want an ideal aesthetic look you would up the poly count for the anatomy so it resembles something like Air's character designs which had full rounded shoulders while keeping everything in a geometric low poly look. If you have good light reflecting textures, proper lighting, and kept the geometry neat it will give off a very clean pure look like you're watching a prototype of something slowly evolve. The one thing that ruins the low poly look can be water, if you want authentic early 3d water it will look like ass, if you want modern stylized water it won't look authentic since it didn't exist back then.

This is probably one of the better uses of 3D early on, it's nothing but animated clips on floating 3d planes but the interior of the building is very clean and geometric and that's kind of look you want for low poly 3d levels.

 
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The blizzard forums are such a cesspool of idiocy that the only thing that would fix it would be that every user was listed with full name, age, occupation and credit card number.
 
Well, the vast majority of people who care enough to post on them have sunk 8-10+ years into the same game and will rabidly defend it against anything that could be considered a "threat", so consider the kind of person that probably is and imagine what being surrounded by nothing but similar people for a decade does.
 
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The blizzard forums are such a cesspool of idiocy that the only thing that would fix it would be that every user was listed with full name, age, occupation and credit card number.

The funny thing about that is, Blizzard was going to make it so that your IRL name would be displayed on the forums, but the outrage with that proposed change was so massive that Blizzard didn't implement that change.

I do wonder if MMO-Champion's forums are still a cesspool, given it's reputation in the past for toxicity.
 
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