Catlantean 3D - Making Graphics Like It's 1993
114 points by pushcx
114 points by pushcx
A corollary is that scaled-down icons never look quite as good as icons specifically created for those dimensions. So much of the higher frequency domain gets thrown away.
Very good article ! Indeed, graphical assets are a vert complex part of the process for making a good game, ans it's easy to subtly fail SO it doesn't look right.
And the worst part is that you cannot tell why it feels bad.
I made a Pokémon hack (Pokémon Wasteland), and most of my time went into choosing the perfect pixel for each sprite. It's crazy how hard it is to give life to an item when it's so small and pixelated !
Oh hey, I played your hack some three years ago! Well done, I enjoyed the quickstart with the higher levels and that the entire challenge was nicely bite-sized. I remember thinking the only thing that was missing from making it feel whole would have been custom music.
This is fantastic. I’ve “retired” from Doom now, but I spent a lot of time modding it and the look and feel of this engine is remarkably similar. I mean it uses many of the same techniques but despite that on first glance I’d have thought it was based on the doom engine. I wish we had some of those tools in the 90s! The approach to texture building and the sprite decomposition for gib effects etc are really smart.
This is extremely cool, thanks for sharing. The technical details, especially regarding enemy damage, was great to read.
That's a really nice find
I always wanted to do something like this, but I struggle to create good assets The only thing I can do is code and create maps, but I always rely on textures, sounds, models etc. from others