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Building a Game with the Real Engine
- Groxx 2y agoPoint and clicks have quite a few similar examples, the genre lends itself well to dioramas because even when it's 3D it's often a fixed camera path that you can optimize for. As an example, a nice looking one from a decade ago: https://store.steampowered.com/app/205020/Lumino_City/ https://store.steampowered.com/app/205020/Lumino_City/ Papetura also got a fair bit of attention for a while (for good reason, just look at it): https://youtu.be/ZVhtuKleLuI https://youtu.be/ZVhtuKleLuI Personally I love the hand-crafted "real" look these bring. It tends to consume a ton of disk space, but it looks good pretty much forever.
- aeontech 2y agoLumino City was the first one that came to mind for me as well! The next one was the Fantasian, by the creators of Final Fantasy (https://youtu.be/ePFgyBtvqQU https://youtu.be/ePFgyBtvqQU) - apparently this is finally coming to non-Apple platforms this year, at that.
- esperent 2y agoSame, it's such an amazing game. And the mobile port is great too.
- rkachowski 2y agoSame, I was blown away watching the making of video (https://www.youtube.com/watch?v=NLv2uHxygc0 https://www.youtube.com/watch?v=NLv2uHxygc0) and discovering that these environments were created physically. The whole world had that soft handcrafted feel, and it turned out to stem from actual crafts!
- butlike 2y agoThat Dungimon system in Fantasian seems like it may be the best new idea for JRPGs I've seen in like...forever.
- krypton2k 2y agoThere was a nice game in this style called The Neverhood.
- 22c 2y agoThe soundtrack for The Neverhood was also very nice.
- a3w 2y agoLowdee huh
- croo 2y agoThat game was made out of 3.5 tonns of clay.
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- jermaustin1 2y agoThis is the game that comes to my mind. I had the demo from a Windows 95 game disk. The demo was great. Never played the full version though.
- nickin190 2y ago[flagged]
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- Charon77 2y agoYou could do gaussian splat on the diorama picture and you can have pretty good dynamic camera movements where the player could walk around
- esperent 2y agoYour game would go from playable on a smartphone to requiring an rtx 4090 and 64gb of RAM (ok, slight exaggeration). But it would certainly look amazing.
- diggan 2y agoIn true game dev fashion, I think parent meant to do the splatting once at build time, and runtime would just use the resulting data, rather than each scene load involving a dynamic "Splatting the gausses" in order to finish loading.
- CaptainFever 2y agoJust for reference, here is a real-time 4D Gaussian web viewer: https://antimatter15.com/splaTV/ https://antimatter15.com/splaTV/ Does anyone on a smartphone want to try it?
- ffsm8 2y ago80-90fps on pixel 8 pro. Occasionally spikes to 3 digits for a few moments. The calculating power of current gen devices is honestly mind-blowing
- aidenn0 2y agoVsync locked at 60fps on my desktop 1050Ti, which was released 8 years ago, so not too surprising.
- zem 2y ago30-40fps on a pixel 3, not bad!
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- bitwize 2y agoOddly enough, some of Cliff Bleszinksi's first titles published by Epic (then Epic MegaGames) were point and click adventures like Palace of Deceit: The Dragon's Plight. They had MSPaint graphics and VB code. This is a lovely continuation of that same tradition that takes full advantage of your analogue craftsmanship skills.
- PinkMilkshake 2y agoSomething similar was done for the 1996 game Creatures. A part of the diorama still survives and is on display at the Centre for Computing History in Cambridge (https://www.computinghistory.org.uk/det/42694/Creatures-Development-Model/ https://www.computinghistory.org.uk/det/42694/Creatures-Deve...).
- esperent 2y agoWow that's a blast from the past! 12 year old me was absolutely addicted to this game.
- ehnto 2y agoI still have a few of these games! It doesn't capture me quite like it did back then but the art style is still beautiful, and I remember it kicking off my understanding of "AI" as in game AI, not LLMs. Understanding how wants and needs drove actions, and marvelling at the language learning game mechanic. The genetics gameplay as well. It was well ahead of its time. I was early teens when I first played it, the same year I started learning to make games in Dark Basic.
- qw 2y agoI accidentally hovered my mouse cursor over the images, and saw a detailed description. It may have been generated by AI, but it's a nice touch that was not expected
- rob74 2y agoI especially liked the descriptions to the eagle images, where the prompt was "Painting based on Goya’s Saturn Devouring His Son, but with a giant eagle eating a tiny headless monk in a brown robe. The eagle holds the monk’s in its giant claws. Crimson fluid leaks from the monk’s neck.", and the descriptions are: - an eagle feeding blood to a child in a brown robe. - an eagle dripping blood onto the hand of a youth in a brown robe; the child's hand and face are bloody and the hand only has three fingers but not because one was eaten. - a child with no legs holding back the claw of an eagle - an eagle with its beak at the face of a man; maybe it's eating him or maybe it's feeding him. The eagle has distorted, weirdly large human hands wrapped around the man's neck. BTW, the alt text, the image filename and the element id are all variations of "Fuck Midjourney"...
- kleiba 2y agoIt seems quite obvious that Gen AI will be a major change in the creation of game assets. If not stand-alone then certainly in the form of AIded (get it?) tooling. In particular there's huge potential for the indie market. If you're thinking about starting up a company, that's definitely a space where things are going to be hot IMO.
- Vampiero 2y agoEvery single game dev on Earth has been thinking that since the very first GANs, but the state of the art when it comes to generative AIs that are actually useful for asset generation is still pretty bad. Much like LLMs are still pretty bad at logic. It seems like we're plateauing in that regard... The thing about assets is that they have to be coherent with each other. You can't just generate them one at a time in a bunch of different styles and sizes or they'll look terrible. In the simplest case you want to generate at least an entire spritesheet for a single character or object. And that's still fundamentally impossible with modern generative AIs
- lpat 2y agoConsistency was for sure the biggest issue when I tried this approach last time. Also most of the images were a bit off, like having misaligned limb or some visual glitch. Sometimes fixing those details can be harder than drawing some crappy image from scratch. I really wish there was a tool where I can select the theme, which objects I need and it would spit out some half decently looking art. I even don't care if it was some simplified, cookie-cutter art as long as it was low-effort and consistent. It could be a real time saver for prototyping.
- jncfhnb 2y agoI’ve been exploring this for a while. Icons are pretty solid with flux these days. Previous models struggled with this. Sprite sheets are achievable or near achievable imo. SDXL was maybe good enough as a foundational model if you could leverage IPAdapter or a Lora to maintain character consistency. Although the former was never effectively tuned for styles I wanted and the latter requires some actual artist output still. Flux as a base model is far more consistent and has good enough controlnets to do sprite generation but probably still needs some a proper IPAdapter running to be stable enough for production. Ideally it’s just a productivity tool for an actual artist
- jtxt 2y agoReminds of an early tank simulator where the driver in the cockpit saw a video feed from a camera on a gantry they were slowly driving around a diarama. https://m.youtube.com/watch?v=AcQifPHcMLE https://m.youtube.com/watch?v=AcQifPHcMLE "Real engine" for just one player at a time though.
- fiala__ 2y agothis is neat! Diorama-based games are really underrated IMO. I'm currently attempting to do something related, building a game on top of Google Street View, with 3D audio and objects embedded in the panorama.
- atkulp 2y agoTruberbrook (http://trueberbrook.com/ http://trueberbrook.com/) is a recent diorama game example.
- robertlagrant 2y agoNeedle felting is fun! My daughter got a little needle felting kit for Christmas last year and I ended up doing most of it. I was terrible at it, but we had fun.
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- jamalaramala 2y ago> The other bad thing about 3d printing is layer lines. I had some bench parts printed, and I thought I could cover up the layer lines with acrylic paint, but it it turned out that even two layers of gesso followed by two layers of paint didn’t solve the problem. You can fix that problem by sanding your 3d-printed object before applying acrylic paint. It's also recommended to apply a primer before you paint it.