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In the case of Prodeus, the devs aimed to solve the problem of sprites, but in a true 3D space. With a lot of Doom ports, when mouselook was enabled, it showed
by Minor49er 3y ago
In the case of Prodeus, the devs aimed to solve the problem of sprites, but in a true 3D space. With a lot of Doom ports, when mouselook was enabled, it showed just how flat everything actually was since looking up and down in true 3D would make them look like cardboard. But with Prodeus, everything is 3D but models render as if they were sprites at fixed angles. I really like this aesthetic and haven't seen any other games do something quite like it. I stopped consciously noticing it partway through the campaign
- BXlnt2EachOther 3y agoProdeus also seems to have an option to use those 3D models rather than the derived/simulated sprites. Saw it in an article a while back and thought it sounded cool... might have even stumbled on the article here at hckrnews? A/B video: https://www.youtube.com/watch?v=Vb-hPYOIwMw https://www.youtube.com/watch?v=Vb-hPYOIwMw (warning, digital blood) Looks like it is on XBox/PC Gamepass for those who have an active subscription, but it is cycling out at the end of the month.
- Minor49er 3y agoAfter having played the game for so long, the model version looks really uncanny and doughy to me. I'll have to give it a shot just to see how the other enemies and objects look in the game
- bernawil 3y agoI love fixed angle sprites in 3d environments like the original Total War games. https://spicyburn.weebly.com/uploads/1/2/6/7/126751672/357240350.jpg https://spicyburn.weebly.com/uploads/1/2/6/7/126751672/35724... One of my favorite aesthetics next to isometric RTS with smooth animations like the old Stronghold games.
- dale_glass 3y agoThat looks like the same engine Warhammer: Dark Omen used. I played that quite a lot. But I guess I never developed the nostalgia for the technical limitations of the time. Even back in those days I clearly saw them as a limitation to be tolerated. The sprites meant that I couldn't correctly perceive the rotation of the units, since there were so few angles available. This meant sometimes I couldn't tell if the game was buggy and my units were looking the wrong way, or the sprite system just wasn't able to display their true state. The sprites were a means to the end of rendering units with more detail than 3D tech of the time allowed, not something that in itself was appealing. I think what would be more interesting is not to imitate the exact state of technology in the 90s, but try leaning into the same approach with modern tech. Render the hell out of those sprites at ultra high res and levels of detail, and try to make a sprite game that uses sprites because even a GTX 4090 couldn't render that in real time. Though at this point in time it might already be too late for this to make sense, since the amount of detail a modern video card can produce is insane.
- bernawil 3y agointeresting! It'd be in cool to see someone use sprites to render a total war like game with historical scale (100k units) though at that point I think the real bottleneck is the cpu and pathfinding though.