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Project Shadowglass
- rappatic 1y agoThis looks really cool and I will doubtless play, if it ever comes out. Unfortunately I get Hytale vibes from this website. I don't understand the point of announcing such a project, not least with such an elaborate landing page, so early in development.
- vunderba 1y agoAgreed. I tend not to announce or even share plans for impending projects until I have something nominally concrete. Interestingly there was a paper from a few years back where they found that a participant's commitment was found to diminish in the long term if they prematurely shared their goals. https://psycnet.apa.org/record/2009-06873-015 https://psycnet.apa.org/record/2009-06873-015
- Aeolun 1y agoIt's to give yourself some form of accountability if you have a strong habit of never completing projects. When you've made a website for it, suddenly it feels like something that you need to work on.
- zdc1 1y agoGiven the call to action is to wishlist the game or subscribe to their mailing list, I guess they could use the interest to validate their idea or even to try and get funding.
- Kiro 1y agoThe standard marketing advice in game development is to announce your game and launch your Steam page as early as possible to start collecting wishlists. In fact, considering how much footage and gameplay they are showing off I would say they are announcing it too late. So I don't agree that it's too early in the development compared to other indie titles.
- deckar01 1y agoI’m still waiting for Eitr.
- jamilton 1y agoI’m sure miegakure is going to come out any day now.
- uvaursi 1y agoI appreciate the work but as someone who grew up playing these games and quake and blood and all those novalogic titles, it was never about the graphics. They were just fun. In a sense the pastiche nostalgia reminds me of the 80s retro boom. It is way over the top to the degree that nothing back then looked or sounded like that. It was more low key and subdued.
- tclancy 1y agoAs a child of the 80s, I see it as an homage to King’s Quest and games like that (with a touch of Defender of the Crown), but I suppose the beauty of an alpha release ad is it’s simply a Rorschach blot for us to project whatever we want to see on it.
- allenu 1y agoI wouldn't go so far as to say it was "never" about the graphics. There was definitely a sense of wonder when I first saw Wolfenstein 3D, then Doom, and later Quake. It was the graphics that got you first and made you think, "Oh wow, I can wander around this world?!" Thankfully, they were fun games as well. I think what's getting people interested in this project is the sense of wonder they get from the visuals. Who knows if they can deliver, but there's something about how this looks that gives me a sense of wonder.
- LarsDu88 1y agoI like the pixelated look, but that's probably nostalgia. Presumably this effect was achieved using a shader rather than an old school software renderer like old-school Quake and Half-Life (the last games I remember where you could switch between OpenGL and "software renderer")
- poopiokaka 1y ago[dead]
- fallat 1y ago"Early alpha trailer" For that reason, I'm out.
- khazhoux 1y agoWhat separates being out from being in? None of us can play the game yet.
- asadm 1y agothis seems to be inspired by the extremely viral ai-generated video: https://x.com/de5imulate/status/1947024682118488116 https://x.com/de5imulate/status/1947024682118488116
- quacked 1y agoI believe the concept for this project is an AI-generated pixel art GIF that went very viral on X a few months ago: https://x.com/de5imulate/status/1947024682118488116 https://x.com/de5imulate/status/1947024682118488116 I am not sure this project is capturing the strangely compelling sense of scale shown in that GIF, but it's nice to see someone taking a shot at it.
- zdrummond 1y agoIt does not appear to be AI, and is a passion project by a single developer. https://www.youtube.com/watch?v=v9FMp5QgOvY https://www.youtube.com/watch?v=v9FMp5QgOvY
- Tiberium 1y agoThe concept (the X link) is AI-generated with Midjourney, the game isn't.
- karlgkk 1y agoI don’t think it’s ai because it correctly resolves both vertical and horizontal parallax with correct perspective lines applied to the scene - something ai still seems to struggle at greatly
- Tiberium 1y agoTwo other replies to this comment seem to have missed the fact that the inspiration for the game is AI-generated, the game itself is not made with AI.
- xixixao 1y agoWhat makes you believe that? The video the author put out doesn’t mention that. Cool gif nevertheless.
- gyomu 1y agohttps://x.com/de5imulate/status/1949291379655373061 https://x.com/de5imulate/status/1949291379655373061
- lynndotpy 1y agoMakes me think of the voxel displacement renderer ( https://blog.danielschroeder.me/blog/voxel-displacement-modernizing-retro-3d/ https://blog.danielschroeder.me/blog/voxel-displacement-mode... ) from a year ago. I had an idea a little back about using hand-drawn mipmaps (.5x, 1x, 2x, etc) scales for sprites, with some method for nearest neighbor, (e.g. with a 3x scale taking pixels from the 2x and the 4x scale). I imagined I wasn't the first to have that idea, but it was just a passing thought. I wonder if OP is doing anything like that? Anyways, very neat.
- MattRix 1y agoThat mipmaps thing is an interesting idea!
- lynndotpy 1y agoI'm sure I wasn't the first to think of it, and I think that's roughly what we're seeing here: https://www.youtube.com/watch?v=v9FMp5QgOvY&t=108s https://www.youtube.com/watch?v=v9FMp5QgOvY&t=108s If you go frame by frame, the texture becomes more detailed, about 8x as many pixels. It looks like a normal LOD switch as the camera gets close to the wall. It might be a texture without enough in-between scales.
- 2muchcoffeeman 1y agoWhat’s the difference between this and voxels?
- keyle 1y agoThe difference is, this is "normal" geometry, with fixed 64x64 textures (or similar) mapped with hard edges (nearest-neighbour filtering, no bilinear/trilinear/blur). Voxels is quite different: the world is made of cubes of 1 size or various size cubes (any texturing method can apply here, or without, some even use gradient shaders on the cubes). So you get that pixel art vibe, mapped into the 3D world with smooth movements. The 3D window isn't made of stairs. In this case, this is done "properly". Because some developers just use normal geometry, normal texturing with bilinear filtering, and slap a post processing shader on the camera view, which makes the view "blocky" without the world actually being blocky - which is cheap, and typically looks cheap.
- deleted 1y ago[deleted]
- Havoc 1y agoLove the name. They should keep it
- rckt 1y ago> Wishlist and follow dev updates How about no? Damn, this has been going on for a while now. I have around 5 titles in my wishlist that are dead by now.
- jsmailes 1y agoFun art style and I'm sure there's some interesting tech behind the renderer/shader - to my eye it looks like the pixels don't shift much as the camera pans, which would naturally happen a fair bit if you're simply doing nearest-neighbour sampling. I'd like to see some gameplay though; so far it's just a tech demo, albeit a very pretty one.
- fishbacon 1y agoLooks amazing. A recent game, Eclipsium[0], was a short horror game with a similar esthetic. I really liked it for the simple gameplay and the short (less than 4 hours) completion time. I wonder if it can carry a larger scale. [0] https://store.steampowered.com/app/2419670/Eclipsium/ https://store.steampowered.com/app/2419670/Eclipsium/
- the-kenny 1y agoWhy would I want to play a game where the poor get poorer and the rich get richer, trying to get a bit less poor myself? I already do that in the real world.
- Klaster_1 1y agoAny game you'd recommend where that's not true?
- davedx 1y ago"3D pixel art" = a 3D engine running in a lower resolution? It looks like 320x200
- mfro 1y agoYeah, I don't think this is anything revolutionary. I was thinking they were actually doing something a-la DOOM's pseudo 3D, but no, this is definitely just downscaled 3D.
- layer8 1y agoDownscaled 3D doesn’t create such a stable pixel structure across movements.
- mfro 1y agoDepends on the technique used. Temporal methods don’t look this way but standard downscaling can.
- layer8 1y agoI don’t really see how. What do you mean by “temporal methods”?
- mfro 1y agoBy temporal I refer to DLSS, FSR, TSR, etc. In this game's case, I imagine it's not as simple as downscaling, there is probably some shader work involved similar to this: https://youtu.be/Cwh_TpouPfQ https://youtu.be/Cwh_TpouPfQ
- layer8 1y agoDLSS, FSR, TSR are for upscaling, not downscaling, so I’m not sure how they would apply anyway. The creator hints a bit at things in this video: https://youtu.be/v9FMp5QgOvY?t=2m55s https://youtu.be/v9FMp5QgOvY?t=2m55s
- Rooster61 1y agoThis is super trippy. I saw the screenshots first and though "Huh, they really nailed that early point-and-click RPG vibe. Neat, but only mildly interesting". Then I clicked on the video and realized it's 3D. "Oh..." The castle in the distance really gives me some sort of surreal feeling of fleshing out areas that didn't exist in the old games. Back then, the highly degraded road in the distance you understood to just sort of be skipped if you clicked on the castle, whereas with this, that little brown, poorly rendered strip is an actual place you will traverse and have come alive. Neat.
- jdlyga 1y agoThis is everything we imagined point and click games to be as kids.
- layer8 1y agoThe creator talks a bit more about it in this video: https://youtu.be/v9FMp5QgOvY https://youtu.be/v9FMp5QgOvY