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/vr/ - Retro Games


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File: 28 KB, 400x400, generationy52.jpg [View same] [iqdb] [saucenao] [google]
3562632 No.3562632 [Reply] [Original]

I know lots of indie-type games are done in a "retro" 8-bit or 16-bit style, but are there any that try to emulate the look/feel of 5th Gen 3D?

I know a lot of people dislike that look and claim that it's aged poorly, but I personally find it quite charming,

>> No.3562640

Might no. 9. Kek

>> No.3562643

Pixel shit is easy to do. Old school polygons take effort. No indie dev is willing to go that far.

>> No.3562656
File: 375 KB, 912x800, 4b88833ba6ec7863206bf50711aa674dda560316fa2e390df12350be4a966f07.jpg [View same] [iqdb] [saucenao] [google]
3562656

>>3562643
>Pixel shit is easy to do. Old school polygons take effort.
Bull. Polygon animations are a case of mathematics, while sprite animation is completely manual sans copy/pasting some things. The hard part about polygons is the textures.

>> No.3562659

>>3562656

>anime poster
>misinformed

wow what a surprise

>> No.3562663
File: 69 KB, 300x264, 1399767524736.png [View same] [iqdb] [saucenao] [google]
3562663

>>3562659
I actually meant to post this. Either way you are a complete idiot. With a 3D model, the artwork is done once and never done again.

>> No.3562684
File: 9 KB, 226x223, 1449541044615.jpg [View same] [iqdb] [saucenao] [google]
3562684

>>3562663

Any dickfuck can open up mspaint.exe and start shitting out "pixel art". Getting a working 3d modeling toolchain going is more complex.

Furthermore, you still need to actually animate things in 3D (just like pixel art, WHOA DUDE LMAO). Again, pixel animations have a lower barrier to entry because you can literally just open up another image and start drawing the second frame. With 3d the process is different as you need to set keyframes and define skeletons and shit idk haven't fucked with it in a while.

The real reason is that making a proper engine in 3d is thousands of times harder than just following some dumb 2d platformer tutorial.

Textures for 5th gen games aren't too tough, most of SM64 and Spyro are just flat colors gouraud shaded. 6th gen and up/PC games is where you start getting into texture hell since you actually have the resolution and memory available to do "realistic" textures, so that's what you're competing with.


I am a bit surprised that we haven't seen any low-poly games in something "easy" like Unity.

>> No.3562691
File: 62 KB, 751x578, revolution60.jpg [View same] [iqdb] [saucenao] [google]
3562691

>>3562684
Any dickfuck can also open up blender and start shitting out polygons. Pic related.

>> No.3562718

>>3562632
I've never seen an 8bit or 16bit indie game.

I've seen pixel indie games, but never 8bit-16bit processed indie games, they're almost always 32-64bit games with pixel art. PLEASE for the love of god stop calling it 8bit-16bit style

>> No.3562723

>>3562718
I refer to it as 8/16-bit "style" specifically because it's not truly an 8 or 16-bit game.

>> No.3562724

8/16bit has absolutely nothing to do with draw style. You can have a 16bit game with nothing but ascii

>> No.3562725

>>3562724

It's easier than saying "NES/Master System" v.s. "SNES/Genesis" style, and generally understood what it means.

>>3562723

>> No.3562728

>>3562643
B...but Christian Whitehead is friend to pixels and poly's alike

>> No.3562868

"low poly" is the current term

google it and you'll see a fair amount of fledgeling artists dabble in creating the models but I don't know of any full-on games that use it yet

as anons are working on getting out itt yes the models are pretty easy to make, even an organic step along the way of learning to be a 3D artist but actually programming the mechanics and physics of a 3D game is literally one order of magnitude, one dimension more complex than for a 2D game.

>> No.3563008
File: 441 KB, 1296x972, VlfG9Zu.jpg [View same] [iqdb] [saucenao] [google]
3563008

>>3562632
The closest thing that I can think of is the aesthetic art movement creating retro 3D designed to look like 5th Gen 3D graphics

https://www.youtube.com/watch?v=stgrSjynPKs

>> No.3563037

>>3562632
>but are there any that try to emulate the look/feel of 5th Gen 3D?
You're talking about this sorta feel, right?
https://www.youtube.com/watch?v=F05Hj5U8D9E

Just set your render resolution to 360 and frame lock your monitor to 22.

>> No.3563592
File: 295 KB, 1024x768, 7-custom.png [View same] [iqdb] [saucenao] [google]
3563592

>>3562632
For retro styled 3d non-big-studio games, what comes to mind for me is GLtron and Alien Arena, especially the later of which is more movie-retro.

So you can see, there's more flexibility in how 3d games can be retro styled, making strict 5th-gen-feel less appealing.

>> No.3563593

>>3563008
emotional shawtys in this bitch

>> No.3563605

https://www.youtube.com/watch?v=MLjZjxRVJHM

There's always this.

>> No.3563612

>>3562632
Check out a game called Copper Dreams in development. Their first game tried to emulate Darklands and now they're doing a new CRPG with low poly graphics and unfiltered textures.

>> No.3565394
File: 128 KB, 500x500, 1785254-the_scythian-e1428633734839.png [View same] [iqdb] [saucenao] [google]
3565394

>>3562632
Both because the look of 5th Gen 3D looks awful and also because the lazy pixel art indies call "retro" (pic related) doesn't need much effort to do.

>> No.3565934

https://www.youtube.com/watch?v=Q4bmmFlIUPU

>> No.3565958

>>3562632
>https://www.youtube.com/watch?v=YWRiMGd16Ho
http://www.strafe1996.com/
https://www.youtube.com/watch?v=YWRiMGd16Ho
I think that is what you looking for. They try to emulate the look, but not actually succeed at that IMO. Also i doubt it will release soon.