Blood 3 tech idea
#1 Posted 18 March 2017 - 12:09 PM
The idea is to mix some techniques of the old games with some newer ones. I am a hobby game developer and brought the idea to live.
The goal is to keep the old pixeled graphic-style alive.
The monsters are 3D models that get converted to pixeled 2D-sprites like in the original Blood or Duke3D. But the conversion is in real-time that brings smoother animations and not only 8 different angels of view for the model.
Same idea for the weapons.
Look at the feet, there you see the sprite-conversion
Combined with some animated (also pixeled) plants and other stuff this could become a nice new style-mix
Take a look at the video:
-BloodGuy
#2 Posted 18 March 2017 - 12:39 PM
#3 Posted 18 March 2017 - 02:19 PM
Hendricks266, on 18 March 2017 - 12:39 PM, said:
But the pixels is what gives these games it's unique style. Tried the BLOOD zombie right away:
#4 Posted 18 March 2017 - 02:29 PM
BloodGuy, on 18 March 2017 - 02:19 PM, said:
No, you're wrong. Pixels were the only option they had due to limitations on technology at the time.
You clearly did not read the article I linked.
Their unique style comes from the artistic vision that their creators had. For example, the sculptures that Kevin Kilstrom made:
(pictured: Tchernobog)
#5 Posted 18 March 2017 - 02:31 PM
If there was a Blood 3, I would love it to be more AAA looking, like what Fear and Condemned were for the time.
This post has been edited by HulkNukem: 18 March 2017 - 02:33 PM
#6 Posted 18 March 2017 - 04:12 PM
Hey, wait a minute, how did you edit the shaders in EDuke?
This post has been edited by Tea Monster: 18 March 2017 - 04:14 PM
#7 Posted 18 March 2017 - 04:21 PM
Tea Monster, on 18 March 2017 - 04:12 PM, said:
He never said he was using eduke.
#8 Posted 18 March 2017 - 07:03 PM
BloodGuy, on 18 March 2017 - 02:19 PM, said:
As Hendricks said you are completely wrong. You need to analyze the composition as a whole to understand the art style. An example of what you should be looking at is the color palette. Even in modern games, you define what colors your project is going to have. I think its pretty cool what you've done from a tech perspective, but the art style in what you have shown off thus far, is so far off its ridiculous.
#9 Posted 19 March 2017 - 12:01 AM
Tea Monster, on 18 March 2017 - 04:12 PM, said:
I use a homebrewed engine that I just created for this.
=============================================
The advantage of this pixeled sprite conversion is that you need not be agreat artist for 3D-modeling and texturing (like me ). I created the 3D model of the zombie in about an hour from scratch, and tried my best to texture it as good as possible.
When you create a 128x128 sprite out of it you won't see the bad model quality. 256x256 is also okay I guess.
And a ingame fight
This post has been edited by BloodGuy: 19 March 2017 - 04:29 AM
#11 Posted 19 March 2017 - 09:54 AM
#12 Posted 19 March 2017 - 09:57 AM
#13 Posted 19 March 2017 - 10:16 AM
Zombie hacking animations look very fitting but the run animation could still be better.
HulkNukem, on 18 March 2017 - 02:31 PM, said:
If there was a Blood 3, I would love it to be more AAA looking, like what Fear and Condemned were for the time.
Personally I really dislike how Dusk looks visually/graphically, it's quite awful to be honest. I feel like it looks actually even worse than some Nes games and definitely looks more worse than original Quake did back in the day.
Fullblown AAA game Blood 3 would be awesome but I don't see it happening due to some specific circumstances.
#14 Posted 19 March 2017 - 11:20 AM
BloodGuy, on 19 March 2017 - 12:01 AM, said:
You need to create a art bible for your game(google art bible for games), the pixelated sprite conversion your doing is cool, but not enough to create a finished product. Eventually you will have to make content, and you really need to understand how composition works in the final product, and thus far you haven't shown you understand that yet . Pixelation while is part of the composition(in your case), represents < 5% of the entirety of the composition. What kind of levels are you going to have(e.g. a graveyard, mansion, etc). Your idea just isn't flushed out enough yet.
#15 Posted 19 March 2017 - 11:53 AM
I guess I will create an own game concept and make a first level like in Blood/Duke
...and then offer it you all for download and testing
#16 Posted 19 March 2017 - 12:34 PM
#17 Posted 19 March 2017 - 04:00 PM
BloodGuy, on 19 March 2017 - 11:53 AM, said:
I guess I will create an own game concept and make a first level like in Blood/Duke
...and then offer it you all for download and testing
https://www.google.c...ble+for+games&*
#18 Posted 19 March 2017 - 04:02 PM
#19 Posted 19 March 2017 - 04:46 PM
#20 Posted 19 March 2017 - 06:10 PM
Jimmy, on 19 March 2017 - 04:46 PM, said:
I down voted you again because your last response was overkill, that being said I down voted your first post on accident.
#22 Posted 19 March 2017 - 07:13 PM
icecoldduke, on 19 March 2017 - 06:10 PM, said:
Overkill? That's par for the course.
#23 Posted 20 March 2017 - 07:13 AM
Yes, this example is extreme, but it brings the essence across.
#24 Posted 20 March 2017 - 09:53 AM
#25 Posted 20 March 2017 - 10:38 AM
High Treason, on 20 March 2017 - 09:53 AM, said:
Also transparency. Sonic running behind a waterfall looked realistic. All you see are a mess of dithered pixels with a pure signal.
#26 Posted 20 March 2017 - 11:19 AM
fuegerstef, on 20 March 2017 - 07:13 AM, said:
Yes, this example is extreme, but it brings the essence across.
MusicallyInspired, on 20 March 2017 - 10:38 AM, said:
Exactly! You got a lot of free dithering back in the day because of how crt's worked.
#27 Posted 20 March 2017 - 12:25 PM
fuegerstef, on 20 March 2017 - 07:13 AM, said:
Yes, this example is extreme, but it brings the essence across.
YOU SIR...are GENIUS. That was something I completely haven't seen until now. Thank you.
You just gave me a great idea for a cool game
The game gets rendered in the old 4:3 resolutions 320x240, 640x480 or800x600, and converted to a sprite as well that then covers the screen in oldschool 4:3 style
have a look (click on pictures to enlarge)
This post has been edited by BloodGuy: 20 March 2017 - 01:21 PM
#28 Posted 20 March 2017 - 03:51 PM
This post has been edited by Jimmy: 20 March 2017 - 03:56 PM
#29 Posted 20 March 2017 - 07:07 PM
BloodGuy, on 20 March 2017 - 12:25 PM, said:
I'm not sure what these screenshots show. In the first one it looks like your just bluring the screen :/.
#30 Posted 20 March 2017 - 11:02 PM
icecoldduke, on 20 March 2017 - 07:07 PM, said:
I just tried to create a retro-look. The scene gets rendered in 640x480 resolution and stretched to the screen of your display. (in my case it was 1366x768 from my notebook).
In the 90s we all had old 4:3 screens and, just as fuegerstef explained, and you could not really see the single pixels like on todays displays.That's the effect i want to create with this.
I will prepare my demo for download then you can see what I mean =D