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Sectopod
Aug 24, 2017

Decon posted:

Is there a boomershooter/neonostalgia game thread?

There is https://forums.somethingawful.com/showthread.php?threadid=3420790&pagenumber=2603&perpage=40

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Thoatse
Feb 29, 2016

Lol said the scorpion, lmao

peter gabriel posted:

This game rocks

:toot:

The Titanic
Sep 15, 2016

Unsinkable

DaysBefore posted:

Indie games are doing amazing stuff and are where the real creativity and drive in the industry is right now (though there are still plenty of awesome AAA games imo). I am super over pixel art sidescrollers though.

Does make me wonder, given that the pixel art craze was started in part by nerds being nostalgic for the games of the 80s, with new age groups rising up, can we expect horrible early 3D polygons to be the new big style? Do we have to relive the visuals of the PS1?

Edit:

Should just feed the entire Stimpire essay to the AI's at this point and publish the result as an official tie-in novel

Polygon art is significantly harder to pass off as being "artistic" I feel.

Where pixel art can shine is in the quality and creativity of the art and artist, and a lot of it comes down to the skill of the artists to wrangle pixels perfectly. There are cases where the lo-fi pixel density is way too low and they lose that edge though.

On the other hand it's not as easy to manage that for low polygon art, the artistic nature is lost and it quickly starts to look like "programmer art" or another of those low poly asset packs that are everywhere, especially in unity games using those "lumpy" characters that have the hard edged polygon edges.

I think you want to unhinge your 3D artists as best you can, and direct them to create a 80's-90's style while also maintaining modern technical expectations.

Like your characters having an anime shader and looking like a 90's anime. The work involved in achieving that look is actually tremendous.

cmdrk
Jun 10, 2013
I've been tooling around with voxel art as a kind of a middleground. The tools are surprisingly awesome!

Chris needs Voxelated godtech to achieve salvage gameplay. Minecraft engine with 64-bit precision when?

4th Stimpire Queen
May 4, 2022

Contemplate with nice thoughts and utterances.
Where's the taxxe for this page guys, do I have to do everything myself around here? *grumbles*

Mirificus
Oct 29, 2004

Kings need not raise their voices to be heard

quote:

Some of the ambitions are already delivered by CIG. It was my dream : get up from my flat in a city and go to my ship, open the door and go to my seat (and not teleport in it). Do some dogfight in space, some mining, land on a planet to do some FPS mission, having some places and tools to do good roleplay, all in a beautiful and non cartoonish game. The alpha deliver to me 100% of this dream and, for now, is the only one game simply delivering it, ambition fullfilled, thanks CIG. Everything CIG is adding to the actual alpha is just pure bonus for me.

Next patch, CIG will give us new FPS derelicts missions and a whole multiplayer event the size of a district of CP2077.

quote:

There is already Elite Dangerous, X3, NMS, etc as good generalist games. That's not what backers want from SC. You have nailed it, we exactly want a game that specialize in everything. That's why we fund CIG, because it's the only one that at least try to do it. ED could have made this switch, but they have secured EDO to the minimum and just put the FPS part beside the flying part. They have missed a big opportunity. Even Starfield will not do it as all clues points toward flying and fps gameplay completely separated. Even flying in space and flying in atmosphere will be separated.

quote:

quote:

You understand that a game that specialises in "everything" is, by definition, a generalist game?
Yes.
And if CIG achieve to specialize in everything = become a generalist game, in the same time it will redefine our expectations toward actual generalist games. By now, we don't expect from generalist games to have the same specialization level than specialized games. No one expect now EDO or NMS to have its fps gameplay at the same level than Escape from Tarkov.

BumbleOne
Jul 1, 2018

by Fluffdaddy

The Titanic posted:

Polygon art is significantly harder to pass off as being "artistic" I feel.

i miss those early 3d games with "naked" polygons though. virtua racing being a good example.
also gouraud shading looked cool, they should make stuff like that again.
the play "i dont have a z-buffer" station's jittery textures i dont miss that much.

Kikas
Oct 30, 2012

DaysBefore posted:

Does make me wonder, given that the pixel art craze was started in part by nerds being nostalgic for the games of the 80s, with new age groups rising up, can we expect horrible early 3D polygons to be the new big style? Do we have to relive the visuals of the PS1?

All these answers and noone mentions Ultrakill, which is like Quake 2 on meth, down to the visuals.

Kosumo
Apr 9, 2016

peter gabriel posted:

This game rocks

Yeahs, dancing cat is back!

Now's your health anger?

The Titanic
Sep 15, 2016

Unsinkable

Bumble He posted:

i miss those early 3d games with "naked" polygons though. virtua racing being a good example.
also gouraud shading looked cool, they should make stuff like that again.
the play "i dont have a z-buffer" station's jittery textures i dont miss that much.

There were some interesting things from that era. Another gem was the underrated flashback sequel, fade to black. It was in that era where 3D was still trying to be viable and I thought was pretty cool.

Khanstant
Apr 5, 2007

The Titanic posted:

Polygon art is significantly harder to pass off as being "artistic" I feel.

Where pixel art can shine is in the quality and creativity of the art and artist, and a lot of it comes down to the skill of the artists to wrangle pixels perfectly. There are cases where the lo-fi pixel density is way too low and they lose that edge though.

On the other hand it's not as easy to manage that for low polygon art, the artistic nature is lost and it quickly starts to look like "programmer art" or another of those low poly asset packs that are everywhere, especially in unity games using those "lumpy" characters that have the hard edged polygon edges.

pixel art can look like "programmer art" too. any art style will vary in its effectiveness based on the artist and creativity poured into it. there are definitely bad art styles and i assume nobody likes that generic "5 minutes in blender" lowpoly style going around with the bloopy trees. the artistic nature isn't lost when working with polygons. that's like saying a painter's artistic nature is lost if they start sculpting.

being a better pixel artist, painter, draftsman, drawler, sculptor, photography, puppetry, programmer, actor/dancer... seriously there's nothing more multidisciplinary than working in 3d and in particular making videogames.

I think where the artlessness comes from is two things: as tools make things more accessible, more people can make more art with less discipline & experience-- and most art isn't the best so there will be more bad art. Additionally the way industry games are made usually involves parcelling out every task until there's a person who only does trash cans or whatever and the art direction isn't solely done for creative choices and there's a million moving parts and people its managing something else beyond just the game in a vacuum.

but starting to mess with blender a couple years ago was one of the most satisfying artistic things I ever picked up, almost right away I felt a lifetime of random art skills and other poo poo all coming together, combined with a golden era of free tools and mountains of resources to help you. when i first tried 3d in high school it was miserable, tutorials were scarce and text based and not very useful, the tools were also crap even if you shared the latest and greatest. now anyone can dl ue5 and drag n drop higher resolution real time graphics fancier than most games that have existed in your life before. but someone who is a good artist and level designer will always make a better looking space than someone with no eye or experience for any of it.

modern shaders are also wild, you can now take the same photoreal models and environments and just use effects to start hammering out an entirely stylized aesthetic, faster/cheaper than making it with 2 hand painted assets.

The Titanic posted:

I think you want to unhinge your 3D artists as best you can, and direct them to create a 80's-90's style while also maintaining modern technical expectations.

Like your characters having an anime shader and looking like a 90's anime. The work involved in achieving that look is actually tremendous.

It's really interesting/hard trying to break down modern tools to emulate old necessities, and kind of amusing how much more work it is now to recreate that style compared to if you could have as many polys and fancy pbr textures and lighting effects as you want. Not that it would've been easy back then, but the workflow would at least be more natural.
https://www.youtube.com/watch?v=1szw2f9ENwk
https://www.youtube.com/watch?v=53v1akoaorM

colonelwest
Jun 30, 2018

I’m kind of old fashioned, I like modern games to have modern graphics, especially 3D games. I’m of the opinion that consoles made the transition to 3D graphics way too soon, and N64/PS1 graphics just look terrible compared to SNES/SEGA Genesis. They just couldn’t do 3D environments any justice in that era, and everything is just a murky, colorless and pixelated mess.

The Titanic
Sep 15, 2016

Unsinkable

Khanstant posted:

pixel art can look like "programmer art" too. any art style will vary in its effectiveness based on the artist and creativity poured into it. there are definitely bad art styles and i assume nobody likes that generic "5 minutes in blender" lowpoly style going around with the bloopy trees. the artistic nature isn't lost when working with polygons. that's like saying a painter's artistic nature is lost if they start sculpting.

being a better pixel artist, painter, draftsman, drawler, sculptor, photography, puppetry, programmer, actor/dancer... seriously there's nothing more multidisciplinary than working in 3d and in particular making videogames.

I think where the artlessness comes from is two things: as tools make things more accessible, more people can make more art with less discipline & experience-- and most art isn't the best so there will be more bad art. Additionally the way industry games are made usually involves parcelling out every task until there's a person who only does trash cans or whatever and the art direction isn't solely done for creative choices and there's a million moving parts and people its managing something else beyond just the game in a vacuum.

but starting to mess with blender a couple years ago was one of the most satisfying artistic things I ever picked up, almost right away I felt a lifetime of random art skills and other poo poo all coming together, combined with a golden era of free tools and mountains of resources to help you. when i first tried 3d in high school it was miserable, tutorials were scarce and text based and not very useful, the tools were also crap even if you shared the latest and greatest. now anyone can dl ue5 and drag n drop higher resolution real time graphics fancier than most games that have existed in your life before. but someone who is a good artist and level designer will always make a better looking space than someone with no eye or experience for any of it.

modern shaders are also wild, you can now take the same photoreal models and environments and just use effects to start hammering out an entirely stylized aesthetic, faster/cheaper than making it with 2 hand painted assets.

It's really interesting/hard trying to break down modern tools to emulate old necessities, and kind of amusing how much more work it is now to recreate that style compared to if you could have as many polys and fancy pbr textures and lighting effects as you want. Not that it would've been easy back then, but the workflow would at least be more natural.
https://www.youtube.com/watch?v=1szw2f9ENwk
https://www.youtube.com/watch?v=53v1akoaorM

Take a look at this:

https://youtu.be/yhGjCzxJV3E

Getting a decent anime shader is literally people modifying individual normal strengths on a model and perfectly aligning textures to straight textures.

All that to make a 3D model look like it was hand drawn art.

3D isn't easy. I think the bar is super high to get good or cute looking results.

Animating is a whole different paradigm!

Viscous Soda
Apr 24, 2004

DaysBefore posted:



Should just feed the entire Stimpire essay to the AI's at this point and publish the result as an official tie-in novel

I tried that with an AI and it got uncomfortable really quick. The AI managed to pick up on the themes of sexual oppression and torture and it quickly turned into a semi-coherent news article about childhood abuse.

I said come in!
Jun 22, 2004

wilderthanmild posted:

This is from pages ago, but have they never played another space game? Like it's basically the generic space cockpit from every space dogfight game ever.

what game is this that has CIG backers melting down? It actually looks cool, where Star Citizen does not.

I said come in!
Jun 22, 2004

I said come in! posted:

what game is this that has CIG backers melting down? It actually looks cool, where Star Citizen does not.

Found it https://store.steampowered.com/app/1762570/Space_Reign/ Space Reign! This space sim actually looks really good. I added it to my wishlist. I doubt it'll be coming out anytime soon, but once it does i'll for sure buy it.

LazyMaybe
Aug 18, 2013

oouagh

colonelwest posted:

I’m kind of old fashioned, I like modern games to have modern graphics, especially 3D games. I’m of the opinion that consoles made the transition to 3D graphics way too soon, and N64/PS1 graphics just look terrible compared to SNES/SEGA Genesis. They just couldn’t do 3D environments any justice in that era, and everything is just a murky, colorless and pixelated mess.
it depends. some of them look terrible but the better ones visually are very charming. I love a good chunky polygonal model, and primitive explosive vfx and low poly gibs.

some games (ex: megaman legends) look better than many modern games just on the strength of their art direction.

peter gabriel
Nov 8, 2011

Hello Commandos

Kosumo posted:

Yeahs, dancing cat is back!

Now's your health anger?

shite!
They have finally found something wrong in my last scan, 3 separate issues with the heart, so waiting now to see cardiologist, yay!
Day to day feeling ok but tired, had a flare up at weekend which was scary, so they upped my meds again today.
Plodding on I guess!

trucutru
Jul 9, 2003

by Fluffdaddy

colonelwest posted:

I’m kind of old fashioned, I like modern games to have modern graphics, especially 3D games. I’m of the opinion that consoles made the transition to 3D graphics way too soon, and N64/PS1 graphics just look terrible compared to SNES/SEGA Genesis. They just couldn’t do 3D environments any justice in that era, and everything is just a murky, colorless and pixelated mess.

The world without Popeye arms Cloud would not be right.

trucutru
Jul 9, 2003

by Fluffdaddy
Also, it was a great thing that the PSX generation decided blocky 3D was good enough because it let developers get used to the 2D->3D switch before art/texture/poly budgets ballooned, so they could afford to take risks. There were just so many experimental games (even by big publishers) around that time, it was pretty nice.

The Titanic
Sep 15, 2016

Unsinkable

peter gabriel posted:

shite!
They have finally found something wrong in my last scan, 3 separate issues with the heart, so waiting now to see cardiologist, yay!
Day to day feeling ok but tired, had a flare up at weekend which was scary, so they upped my meds again today.
Plodding on I guess!

I hope everything goes well for you. I'm so sorry. :ohdear:

Mailer
Nov 4, 2009

Have you accepted The Void as your lord and savior?
While there will always be a buck to be made on nostalgia, I don't think we'll see the pixel art craze transition into PS1 at the same volume. The good pixel art stuff elevates the original medium. If you elevate PS1 era 3D you just get better 3D... at which point why bother going through the work to intentionally make it look poo poo.

trucutru posted:

Also, it was a great thing that the PSX generation decided blocky 3D was good enough because it let developers get used to the 2D->3D switch before art/texture/poly budgets ballooned, so they could afford to take risks. There were just so many experimental games (even by big publishers) around that time, it was pretty nice.

Past the initial gimmick of using polygons, which may have wowed when Starfox hit but was considerably less shiny by the PS1 era, the good and bad were separated by how they used it. I mean these all came out for the exact same machine:





To tie this back into SC, only one of those screenshots isn't "faking it". The whole No Shortcuts feature has put the BDSSE in the same league as Bubsy 3D. This makes me wonder if there was anyone dumb enough back in the day to defend that trash.

Burkion
May 10, 2012

by Fluffdaddy

Mailer posted:

To tie this back into SC, only one of those screenshots isn't "faking it". The whole No Shortcuts feature has put the BDSSE in the same league as Bubsy 3D. This makes me wonder if there was anyone dumb enough back in the day to defend that trash.

The developers

Mellow_
Sep 13, 2010

:frog:

peter gabriel posted:

This game rocks

yay the dancing cat is back :unsmith:

no_recall
Aug 17, 2015

Lipstick Apathy

The Titanic posted:

Polygon art is significantly harder to pass off as being "artistic" I feel.

Like your characters having an anime shader and looking like a 90's anime. The work involved in achieving that look is actually tremendous.

Its talent and skill and experience at its highest level. You can play with shaders and filters and pull off a "look". But getting an entire game into a consistent art style requires a good art director - who will play the game again and again and again and question your sanity.

colonelwest
Jun 30, 2018

no_recall posted:

Its talent and skill and experience at its highest level. You can play with shaders and filters and pull off a "look". But getting an entire game into a consistent art style requires a good art director - who will play the game again and again and again and question your sanity.

Thank god Star Citizen is helmed by video game auteur genius Chris Roberts, who pours over every detail so that all of the spaceships are a discordant jumble of rip-offs from other sci-fi franchises, and all of the landing zones are a transcendent vision of “what will a US tech company cafeteria look like in 2050?”

Thoatse
Feb 29, 2016

Lol said the scorpion, lmao

Kosumo posted:

Yeahs, dancing cat is back!


https://thumbs.gfycat.com/QueasySlightAmericanwigeon-mobile.mp4

4th Stimpire Queen
May 4, 2022

Contemplate with nice thoughts and utterances.
Don't think this has been posted before.

4th Stimpire Queen fucked around with this message at 07:38 on Jun 29, 2022

Kavros
May 18, 2011

sleep sleep sleep
fly fly post post
sleep sleep sleep

Anticheese posted:

Fantastic. I love this

How would you characterize the other stories? The red one (can't remember their names) is extremely "I can't believe it's not Maud'Dib! Qa'pla!"

red ones: you must travel to the aurora world of battlecombat. the planet is a series of arcologies filled with (rand% 17-44) trillbillionty humans. the populace is living in (rand% "squalor" "extreme squalor" "squalor 2") and are quite unhappy except for the warrior caste, the entirety of which are currently blood horny and challenging you to a death combat fight to prove your muad'dibbness

polaris: welcome to the perfect superior best place, full of perfection and utopia. we sense you have the stirrings of perfection inside you; please join our mary sue society. you must do a one (1) the violence for us, but we will be regretful about it due to being above and better than violence when not doing the violence (we are quite good at it). here's a space beetle that un-alives things by looking at them, go become the universe

wild geese: [the pogues plays at 110 decibles even somehow in space] drink heavily and fistfight the enemy from the prow of ma own ship like my ancestors

pirates: hey buddy yeah cmere you want some [opens trenchcoat] trade runs and delivering messages

feds: have u ever wanted to be the space gestapo? bring us thirty dissidents and you can unlock new and exciting career opportunities in bootstomping all human freedom in the face forever

rebels: NO U

The Titanic
Sep 15, 2016

Unsinkable

no_recall posted:

Its talent and skill and experience at its highest level. You can play with shaders and filters and pull off a "look". But getting an entire game into a consistent art style requires a good art director - who will play the game again and again and again and question your sanity.

Yeah but what happens if like the art director doesn't play the game, and only judges things by what pictures of a render people post to a Jira ticket that at some point may be presented in a meeting this person is only half paying attention in already?


Oh wait-

BumbleOne
Jul 1, 2018

by Fluffdaddy

IronicDongz posted:

it depends. some of them look terrible but the better ones visually are very charming. I love a good chunky polygonal model, and primitive explosive vfx and low poly gibs.

some games (ex: megaman legends) look better than many modern games just on the strength of their art direction.

i wanna throw in tekken 3 on the ps1 here!
very colourful, smooth animations, totally on top. it made the ps1 look like an arcade board.

4th Stimpire Queen
May 4, 2022

Contemplate with nice thoughts and utterances.
Even their physical inventory count is slow as gently caress.
I guess they'll just unleash a junior dev in a dark, dusty shared warehouse and have them count stuff one by one with a pencil and a sheet of paper aka "Tier 0 Human Inventory UI".
Any goon interested in their cheap chinese overpriced poo poo awesome merch better put their order in today if there's still time.

Also, quite sad that Tony Z hasn't invented a digital, automated inventory system for their warehouse. They'd even sell their never done before™ tech to Amazon or sumthing.

4th Stimpire Queen fucked around with this message at 17:45 on Jun 29, 2022

Kharan
Jun 28, 2005
Ned is dead

Lammasu posted:

Now that I think about it, there aren't that many multiplayer VR games outside of VR chat.

pssst! Over here!

https://store.steampowered.com/app/1523510/Cave_Digger_2_Dig_Harder/

It's a coop, crossplay weird western mining game and it's goon made!

Also we've got a kick-rear end comic:

BumbleOne
Jul 1, 2018

by Fluffdaddy

here's hoping that they find all those modding manuals which are MIA since forever.

4th Stimpire Queen
May 4, 2022

Contemplate with nice thoughts and utterances.

Bumble He posted:

here's hoping that they find all those modding manuals which are MIA since forever.

While they're at it maybe they'd also dig up those collector's edition boxes.

Mirificus
Oct 29, 2004

Kings need not raise their voices to be heard
https://twitter.com/CloudImperium/status/1542173496473780226
https://twitter.com/PeterMa89270488/status/1542213146948947968
https://twitter.com/carpetwhoosh/status/1542185361471848455
https://twitter.com/rileyrigg/status/1542207582357671936
https://twitter.com/RblDiver/status/1542198270465671169
https://twitter.com/dawnofevil/status/1540467511883436032

cmdrk
Jun 10, 2013
Star Citizen: Abortion is cheaper than paying for ur female staff to go on maternity, then u can continue working them rather than them raising a child

I want CIG to become the wokest company that ever woke, just to piss off chuds. No refunds :colbert:

DaysBefore
Jan 24, 2019

Okay uh definitely wasn't expecting that kind of statement from them so that's actually pretty cool (while keeping in mind there's a bunch of sex perverts and creeps at CIG of course)

I wonder if any of our favourite main characters are getting hot under the (spacesuit) collar

Opioid
Jul 3, 2008

<3 Blood Type ARRRRR

(This applies to rape victims as well)

This is going to generate some real quality content

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Blue On Blue
Nov 14, 2012

4th Stimpire Queen posted:

Even their physical inventory count is slow as gently caress.
I guess they'll just unleash a junior dev in a dark, dusty shared warehouse and have them count stuff one by one with a pencil and a sheet of paper aka "Tier 0 Human Inventory UI".
Any goon interested in their cheap chinese overpriced poo poo awesome merch better put their order in today if there's still time.

Also, quite sad that Tony Z hasn't invented a digital, automated inventory system for their warehouse. They'd even sell their never done before™ tech to Amazon or sumthing.



I like the implication that cig is so big and successful they have warehouse(s) full of physical merch That needs counting

In reality it’s all shipped from overseas from a sweat shop alibaba store front

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