majorpickle01 Posted September 24, 2013 Posted September 24, 2013 I feel kinda sad for reading all this xDBut at least now MythicalNomad can come back and stop pissing and whining about his beloved FPS RoboMat and LeoIvanov 2
Andrew Posted September 24, 2013 Posted September 24, 2013 Hmm, now that you're rendering in 3D, are you planning to render the players/zombies in 3D as well, since they're currently spritemaps rendered from 3D in the first place?
nasKo Posted September 24, 2013 Posted September 24, 2013 Hmm, now that you're rendering in 3D, are you planning to render the players/zombies in 3D as well, since they're currently spritemaps rendered from 3D in the first place?BUT WAIT, THIS DOESN’T MEAN WHAT YOU THINK IT DOES. [...] We still have hundreds of fridges, sofas, cabinets, trees, characters all in bonafide 2D with fake isometric drawn directly into the tiles. This isn’t going to change (though who knows for the next game in the PZ engine, or perhaps post-multiplayer, years down the line, we’ll get some hair brained ambition to do it, so it’s always a tantalising possibility where prior was a literal impossibility) [...]
Guest Posted September 24, 2013 Posted September 24, 2013 Hmm, now that you're rendering in 3D, are you planning to render the players/zombies in 3D as well, since they're currently spritemaps rendered from 3D in the first place?BUT WAIT, THIS DOESN’T MEAN WHAT YOU THINK IT DOES. [...] We still have hundreds of fridges, sofas, cabinets, trees, characters all in bonafide 2D with fake isometric drawn directly into the tiles. This isn’t going to change (though who knows for the next game in the PZ engine, or perhaps post-multiplayer, years down the line, we’ll get some hair brained ambition to do it, so it’s always a tantalising possibility where prior was a literal impossibility) [...] I feel you have been trolled.
ZENTRIERER Posted September 24, 2013 Posted September 24, 2013 Holy Cow! Thanks for the detailed explanation, was an interesting read and once more showed me why I wouldn't want to be a programmer... Well done! I really hope that everything is going to work out as you planned for PZ. I am sure though, that you will achieve the result that you want, no matter what hurdles might show up still. Cheers!
Andrew Posted September 24, 2013 Posted September 24, 2013 *snip*Okay, mea cupla, I missed where it said characters. :CObviously the furniture and other world objects would not be feasible (nor desirable for that matter), but what is their reasoning not to render the characters on the fly? I'm not intending to criticise, I'm just wanting to get an insight into Lemmy & Binky's thought processes. (Wannabe game developer here fresh from computer science course at University. :B)
MashPotato Posted September 24, 2013 Posted September 24, 2013 As a very non-technical answer, having 3d chracters rendering on the fly would save lots of memory BUT would also be very CPU/GPU-intensive. The massive zombie hordes that are integral to the PZ experience would be limited to 5-10 onscreen at once
Andrew Posted September 24, 2013 Posted September 24, 2013 As a very non-technical answer, having 3d chracters rendering on the fly would save lots of memory BUT would also be very CPU/GPU-intensive. The massive zombie hordes that are integral to the PZ experience would be limited to 5-10 onscreen at once Fair enough. I imagine it would be possible to draw individual components of the animation on the fly to an offscreen buffer and then cache it from there but it would probably be a lot more trouble than it is worth in the end. Thanks again for the insight!
zache51 Posted September 24, 2013 Posted September 24, 2013 This is great indeed! On a sidenote I think the text was well written too. Keep up good work lads.
MyThos Posted September 24, 2013 Posted September 24, 2013 Great post, I am excited now Looking forward to see it in place ...
Guest Posted September 25, 2013 Posted September 25, 2013 This was a good read. I can tell because I got extremely sleepy after reading that.
Baron Posted September 25, 2013 Posted September 25, 2013 Something like shadows and fog are such simple additions, yet the notion brings me a disproportionate amount of joy. I watched PZ grow from just an idea, and every time I think the game has hit the ceiling of what it's capable of being, you guys come out with something new that takes it up a notch. Well done, devs!
LennyLeak Posted September 26, 2013 Posted September 26, 2013 Great post and awesome news! Thanks for explaining it in detail.. And yay(!) for cuttaway walls, hills and fog!!!
thomas5251212 Posted September 26, 2013 Posted September 26, 2013 Interesting read, Lemmy. I hope this doesn't end up slowing down process much, but even if it does I can see from the description how it'd save you trouble in the long run.
Joobius Posted September 28, 2013 Posted September 28, 2013 Glad you made this move It's a hard move to make isn't it, when you've stuck true to a fully 2D implementation for all this time and put so much effort into the art assets... but it just makes so much more sense on modern hardware. And well... quite simply, if it looks the same, who cares?
PK'EZ-54 Posted October 1, 2013 Posted October 1, 2013 It's time to take this game... To the next level!
Pezi Posted October 19, 2013 Posted October 19, 2013 - We’re no longer shackled to the isometric flatness and 90 degree roads. The potential for making the wilderness an infinitely more exciting place to be is very exciting.I like these non 90 degree roads you're talking about. Will there be any massive changes to the look of Muldraugh because of this?
Realmkeeper Posted October 22, 2013 Posted October 22, 2013 It's time to take this game... To the next dimension!There, I fixed that for you Thanks are not needed.
Walther Posted October 22, 2013 Posted October 22, 2013 It's time to take this game... To the next level! yeeeaaah
DuB Posted November 6, 2013 Posted November 6, 2013 so did i get it right, that you constantly converse the current version to the new engine? or ist this something for post steam release, cause i still get low fps
harakka Posted November 6, 2013 Posted November 6, 2013 so did i get it right, that you constantly converse the current version to the new engine? or ist this something for post steam release, cause i still get low fps Steam release happens on Friday, so the 3D stuff will definitely have to wait until post Steam release.
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