uh . . . ., on 02 April 2013 - 07:42 PM, said:
I think this will be totally awesome, but I agree with Devil Master on the Youtube page, why not use polymer? If it's because you guys want to focus on the other aspects more then that's understandable, but I think it would definitely be fitting and look nicer.
Now as Duke4.net's no. 1 polymer salesman, let me explain several reasons why NOT to use polymer and 3D models for something like this, in no particular order.
For 8-bit art:
- It's much easier and faster to create 8-bit sprites instead of detailed 3D models, making the workload much smaller which gives the authors more motivation to complete the episode (and we don't have to wait so long to play it).
- 8-bit art has it's own charm that can't be replicated with 3D models very well, especially high quality 8-bit art, which is what they're using based on the trailers.
For Polymer:
- Polymer is unfinished. It doesn't support some features like multiple skies amongst other things.
- It has a relatively short draw distance. From what we're told, some of the levels are HUGE, and it would be incredibly ugly and immersion-breaking to see giant chunks of it appear and disappear as you look and move around.
- Polymer is unoptimised. Large levels lag horribly, even when using 8-bit art. Now if you can imagine the only reason to use polymer is of course the polymer lights. If the level is already lagging, imagine how bloody slow it would be if they placed dynamic lights all over the giant outdoor or even indoor areas. It's just not possible to have a playable framerate.
If you want polymer lights, we already have Duke Nukem Eternity, which got away with polymer because DanM designed the levels with polymer in mind, using smaller, enclosed spaces as much as possible, and even that was unplayable for 90% of computers with all the lights. Plus, DNE was a DNF
inspired mod, which designed levels and gameplay around what we'd expect in a Duke 3D sequel, using 1 or 2 areas from the trailers occasionally. What Mikko and Gambini seem to have done is pretty much recreate DNF and many of its locations as closely as possible in build (or at least as close as they could given the 6-month development time).
As a result DNF 2013 has a much closer DNF feel, which makes it very cool. So if you want the feel, play DNF 2013, but if you want the graphics, play DNE.