WIP: Tremors
Posted: Fri Apr 05, 2019 8:09 pm
Oh hi, I didn't see you there.
My name is Indecom, ( yes by birth ) You may not know me as the current developer of the game Starr Mazer DSP, or as the guy who exploded in Devolver Digital's Big Fancy Press Conference 2018 all over Nina Struthers' face during the reveal of Metal Wolf Chaos, or that one time that I did a bunch of visual effects for the live action short film based on the game "The Messenger," or that other time that I made a Doom wad called Quaken Doom 2:
(nevermind the angsty music, Amanda Palmer is Life)
You might also know me as the guy that keeps bugging developers to implement advanced materials and per pixel dynamic lighting into the sprite renderer.
But enough of this talking about myself nonsense.
Let's get down to the nitty really, why you're here and why I'm throwing all of this hand written blarney into your eyeholes. Since the full implementation of surface and post processing shaders was realized, something from deep inside me began to rumble. After getting that checked out by a licensed physician, I got a pretty cool idea for a GZDoom based project. I've been inspired by the recent insurgence of "throwback" fps games like Project Warlock, Amide Evil, Dusk, Ion Maiden, and Wrath: Aeon of Ruin. That's when I decided that the next big release from my game studio would be a full commercial game built around a heavily modified, ancient technology, GZDoom ( preferably Vulkan when it's ready lol )
It was at this point that I began to experiment with things. I created what I refer to as the Retro Effects Suite. A low resolution, bit depth limit shader with variable dither:
https://imgur.com/a/RDH3EEj
After I got that working I began to experiment with advanced materials and lighting:
https://imgur.com/a/civ77jr
It was at this point that I wanted to push things farther. I wanted to replicate the effect that was being used in Amid Evil. I wanted to create 2D player weapon sprites that are realistically lit by dynamic lights in the level. You may not be aware of this, but sprites are currently incapable of utilizing advanced material shaders, something that is almost required for this to work. But what DOES work is using an md3 model of a flat plane instead of a sprite
https://imgur.com/a/3MZeVZW
For a better look, click this link for a video: (view in HD please)
https://drive.google.com/file/d/1Iem9uf ... sp=sharing
Yay! It works! It works when everyone said it would look stupid, well I sure something something something...
ANYWAYS, this is great, this all proves that my I am fully capable of achieving the aesthetic that I have in mind for this project. The next step is developing the world of Project Tremors, the codename I've assigned myself for this project.
What is Project Tremors? Well, it's not futuristic, it's not modern sci-fi, and there will be no guns.
All the content that I've curated above? Yeah, that's right on down the trash shoot to junkyardtown!
Instead, look at this picture that I found on the internet that captures the kind of atmosphere I'm aiming for:
Anyways, that's enough of me smashing my fingers into the keyboard. Keep your eyes here for further experimentations and developments.
If you want to play with some of my earlier tests, here's a download for you:
DOWNLOAD
My name is Indecom, ( yes by birth ) You may not know me as the current developer of the game Starr Mazer DSP, or as the guy who exploded in Devolver Digital's Big Fancy Press Conference 2018 all over Nina Struthers' face during the reveal of Metal Wolf Chaos, or that one time that I did a bunch of visual effects for the live action short film based on the game "The Messenger," or that other time that I made a Doom wad called Quaken Doom 2:
(nevermind the angsty music, Amanda Palmer is Life)
You might also know me as the guy that keeps bugging developers to implement advanced materials and per pixel dynamic lighting into the sprite renderer.
But enough of this talking about myself nonsense.
Let's get down to the nitty really, why you're here and why I'm throwing all of this hand written blarney into your eyeholes. Since the full implementation of surface and post processing shaders was realized, something from deep inside me began to rumble. After getting that checked out by a licensed physician, I got a pretty cool idea for a GZDoom based project. I've been inspired by the recent insurgence of "throwback" fps games like Project Warlock, Amide Evil, Dusk, Ion Maiden, and Wrath: Aeon of Ruin. That's when I decided that the next big release from my game studio would be a full commercial game built around a heavily modified, ancient technology, GZDoom ( preferably Vulkan when it's ready lol )
It was at this point that I began to experiment with things. I created what I refer to as the Retro Effects Suite. A low resolution, bit depth limit shader with variable dither:
https://imgur.com/a/RDH3EEj
After I got that working I began to experiment with advanced materials and lighting:
https://imgur.com/a/civ77jr
It was at this point that I wanted to push things farther. I wanted to replicate the effect that was being used in Amid Evil. I wanted to create 2D player weapon sprites that are realistically lit by dynamic lights in the level. You may not be aware of this, but sprites are currently incapable of utilizing advanced material shaders, something that is almost required for this to work. But what DOES work is using an md3 model of a flat plane instead of a sprite
https://imgur.com/a/3MZeVZW
For a better look, click this link for a video: (view in HD please)
https://drive.google.com/file/d/1Iem9uf ... sp=sharing
Yay! It works! It works when everyone said it would look stupid, well I sure something something something...
ANYWAYS, this is great, this all proves that my I am fully capable of achieving the aesthetic that I have in mind for this project. The next step is developing the world of Project Tremors, the codename I've assigned myself for this project.
What is Project Tremors? Well, it's not futuristic, it's not modern sci-fi, and there will be no guns.
All the content that I've curated above? Yeah, that's right on down the trash shoot to junkyardtown!
Instead, look at this picture that I found on the internet that captures the kind of atmosphere I'm aiming for:
Anyways, that's enough of me smashing my fingers into the keyboard. Keep your eyes here for further experimentations and developments.
If you want to play with some of my earlier tests, here's a download for you:
DOWNLOAD