Modern "retro" FPS corner "For some more general discussion, news etc. in one place"
#151 Posted 05 January 2020 - 02:36 AM
#152 Posted 05 January 2020 - 03:19 AM
#154 Posted 16 January 2020 - 03:43 AM
Check it out here, it's still in development but has a demo version available - https://hakita.itch....trakill-prelude
Off-topic: I'd format the text to be more readable, but for some reason, I have no formatting buttons in the full post editor.
This post has been edited by the_raven: 16 January 2020 - 03:54 AM
#155 Posted 16 January 2020 - 04:13 AM
#156 Posted 16 January 2020 - 05:57 AM
the_raven, on 16 January 2020 - 03:43 AM, said:
Check it out here, it's still in development but has a demo version available - https://hakita.itch....trakill-prelude
Going for a PS1 look with that affine texture warping it looks like.
#158 Posted 09 March 2020 - 09:05 AM
Don't know if this was posted before
#159 Posted 20 March 2020 - 04:55 AM
I only remember a short video with some tech-style environment and a mostly red-lit room, possibly with a big green tube in it, with a level of detail similar to STRAFE (IIRC), but the protagonist seemed to have some magical attack, with the hand being black or covered in something black. The enemies could have also been black shapes or something. Anyone have any idea what that could be? Certainly not Dusk or other titles listed here.
#161 Posted 21 March 2020 - 03:49 AM
I just watched a brief video and actually it's pretty cool.
#162 Posted 21 March 2020 - 05:59 AM
There is no excuse for some of the janky crap seen in Dusk. Just making it low-poly and low-pixel isn't enough.
#163 Posted 21 March 2020 - 06:46 AM
This post has been edited by NightFright: 21 March 2020 - 06:48 AM
#164 Posted 21 March 2020 - 08:12 AM
Tea Monster, on 21 March 2020 - 05:59 AM, said:
There is no excuse for some of the janky crap seen in Dusk. Just making it low-poly and low-pixel isn't enough.
Dusk is a well oiled machine, though. It plays so damn smooth.
Dusk doesn't aim to push a graphical envelop. It stays fairly true to the feel of Quake 1's graphical design. Yes, it's low rent, but you also have to consider that everything in Dusk was one man's work. Levels, textures, sounds, models. It's all David Szmansky, and he was also fighting Unity the whole way to get it to be as good as it is. I can't fault him for not pushing for a higher graphical fidelity. Better to settle for sketch quality models and complete the game, than try for higher fidelity and never get it done due to burn out and an excessive work load.
#165 Posted 21 March 2020 - 08:50 AM
#166 Posted 22 March 2020 - 08:35 AM
thricecursed, on 21 March 2020 - 08:50 AM, said:
As a matter of fact, I have the impression (maybe a wrong one) that the author consciously aimed exactly for the style that was created, and it is not because of a lack of manpower or artistic skill.
After all, Harmony or REKKR were also each done by one guy but they quite closely follow both the visual aesthetics/look and feel and the level design principles of mid-90s 2.5D shooter.
#168 Posted 22 March 2020 - 11:47 AM
#169 Posted 22 March 2020 - 03:13 PM
This post has been edited by MusicallyInspired: 22 March 2020 - 03:15 PM
#170 Posted 22 March 2020 - 07:30 PM
I'm not too picky about graphics, I like the mix of realistic and abstract, it often works best for me, when it looks like the map has a purpose and makes sense in the context of the game.
I'm currently watching the Dusk one year anniversary stream, David said he wasn't very experienced in modelling and was struggling. it's also why Duskdude has no hands. Also it was his first time doing animations. However he had experience with sounds and music.
I'm working on a retro FPS too, mostly inspired by Duke, Half Life and immersive sims. https://fauch.itch.io/zombaliens I focus mostly on AI, interactivity and systems. There are several ways to approach each situation, and I think AI is more complex than in other modern retro FPS (on which of course, I try to keep an eye).
#171 Posted 22 March 2020 - 10:28 PM
MrFlibble, on 22 March 2020 - 08:35 AM, said:
As a matter of fact, I have the impression (maybe a wrong one) that the author consciously aimed exactly for the style that was created, and it is not because of a lack of manpower or artistic skill.
Nah, I've listened to interviews with Szymanski and it was because of time/labor/skill constraints, but of course he purposely aimed for that style, so he could focus more on gameplay and level design. It was a compromise.
Edit: Man, those other games you listed look pretty rough IMO. Harmony lags pretty hard even in the promotional video and I can't find any Youtube playthroughs of it. OK, maybe they got the art style closer to what a 2.5D game looked like, but it seems quite badly done in other ways. REKKR seems better, but it follows quite closely the Doom formula, whereas Dusk had a lot of crazy abilities and physics stuff.
Lately I've been keeping my eye on this project: https://store.steamp...940/Core_Decay/
This post has been edited by thricecursed: 22 March 2020 - 10:36 PM
#172 Posted 23 March 2020 - 01:12 AM
#173 Posted 24 March 2020 - 02:31 PM
Harmony doesn't look very interesting to me, but then it's from 2009 I see.
No reaction to my game? I wonder if I'm doing good.
#174 Posted 24 March 2020 - 08:03 PM
Fauch, on 24 March 2020 - 02:31 PM, said:
Depends entirely on how far along you are. I don't know if I should judge it as a near-finished game or an early prototype.
#175 Posted 25 March 2020 - 11:45 AM
#176 Posted 25 March 2020 - 12:20 PM
#177 Posted 25 March 2020 - 12:48 PM
I would also like to stand out from other retro FPS, so nothing looking too much like Doom or Quake. Well the setting is inspired mostly by Duke and Half Life, with episode 1 being urban and episode 2 a mix of Black Mesa and Lunar Apocalypse.
#178 Posted 25 March 2020 - 02:43 PM
#179 Posted 25 March 2020 - 08:44 PM
Fauch, on 25 March 2020 - 12:48 PM, said:
The only thing it really reminds me of stylistically is some kind of very early 90s 3D game, like what you get if you google search for "early 3D". The animations are also very stiff and unrealistic. Again, the art direction will be the biggest turn off to anyone thinking of trying this, so perhaps try to improve your chops there, or like I said, find someone who wants to work with you. There are tons of artists who would welcome the opportunity IMO. You just have to more aggressively go about creating interest for your game and don't be discouraged by any negativity.
#180 Posted 26 March 2020 - 08:55 AM
I searched art direction, it seems to be a lot about cohesiveness, though, from what I understand the problem is more in technical skills. However it's confusing because one of the thing with modern retro FPS is they aren't technically impressive, it's not infrequent they are called ugly or even accused of looking worse than games they take inspiration from, yet for some of them, it didn't prevent them from succeeding.
This post has been edited by Fauch: 26 March 2020 - 08:56 AM