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biggerUniverse
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PostPosted: Wed Feb 09, 2005 12:53 pm    Post subject: Wrong? [quote]

Is it really wrong to create a 3D RPG, or am I an elitist? I mean, most of us seem to despise the Z axis with a passion; or perhaps we just don't like the unrealistic results (There's something very pervasive and inorganic about 3D games)? Why?

NOTE: RPGDX has emerged from winter hibernation! \(-_-)/ YAY!
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bay
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PostPosted: Wed Feb 09, 2005 1:01 pm    Post subject: [quote]

well it obviously not wrong, i for one have my views on 2d games for reasons that i think 2d has been forgotten by the mainstream. too many people chase after this new great 3d stuff, which is great and all, but many games use 3d as a gimmick.

the game will still suck if its not a good game, not enough thought into it, too simple or too much.. the method of showing the game visually should be a second thought in many cases.

it might also be the fact that most 3d games ive played dont break the bubble of innovation. "ok, we got a dude, and we got a camera, and an environment. awesome!"

o_O

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biggerUniverse
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PostPosted: Wed Feb 09, 2005 1:09 pm    Post subject: [quote]

bay wrote:
well it obviously not wrong, i for one have my views on 2d games for reasons that i think 2d has been forgotten by the mainstream. too many people chase after this new great 3d stuff, which is great and all, but many games use 3d as a gimmick.


I'll subscribe to the rebel/counter-culture theory. :) There are some games making it big (Ragnarok Online, Maple Story) that are 2D/Hand-drawn. I love to see what the human hand can do. I have not problem with 3D, but it loses some aspect that I can't quite put my hands on. It's somehow less. Maybe it's just me...
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PostPosted: Wed Feb 09, 2005 1:22 pm    Post subject: [quote]

biggerUniverse wrote:
I'll subscribe to the rebel/counter-culture theory. :) There are some games making it big (Ragnarok Online, Maple Story) that are 2D/Hand-drawn. I love to see what the human hand can do. I have not problem with 3D, but it loses some aspect that I can't quite put my hands on. It's somehow less. Maybe it's just me...


i haven't personally played RO, but i've piddled with Maple Story.. i hear the korean version is much better but as my korean is far from fluent, i'm stuck with mapleglobal. The game exhibits some of what I want to do in my game work, so for that i give it kudos, and ive wasted some time in it myself but not nearly enough to make me get all happy go lucky on it.

i seem to recall reading something about 3d and how it lacks what 2d can provide. something about piecing together a cinematic and story lines with 2d works better (or perhaps this is just the perception of the author.. i dunno) since you're not just switching cameras but rather you are doing an editing job on a movie like layout. granted, the movie like layout could include 3d rendered information.. meh

what i do like with 2d is that its the roots of our video entertainment, cartoons, video games before the 3d boom. many people have a feeling of retro-goodness, and maybe its just my general feeling, but artists seem to express themselves better in 2d. trying to create things in 3d and get that overall feeling that a 2d backdrop created can be near impossible.

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Hajo
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PostPosted: Wed Feb 09, 2005 1:50 pm    Post subject: Re: Wrong? [quote]

biggerUniverse wrote:
Is it really wrong to create a 3D RPG, or am I an elitist?


Mandrake posted vector graphics same days ago, now you ask about 3D.

I'm wondering. Both techniques have been used in RPGs and are still used in RPGs. Did I miss something? Was there a time leap and I have memories from the future?

Elite was developed in the 1980th, it was vector graphics, full 3D and somewhat of an RPG already. Frontier and First Encounters (Elite sequels) surely can count as CRPGs, even if they were pretty buggy.

Ultima Underworld was 3D for sure. Dungeon Master also. Even Bards Tale 3 had a simple FPS 3d view.

Today, there are a lot of more or less 3D RPG around.

I don't get it, what's so new about it?
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Mandrake
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PostPosted: Wed Feb 09, 2005 2:18 pm    Post subject: [quote]

Quote:

Is it really wrong to create a 3D RPG, or am I an elitist? I mean, most of us seem to despise the Z axis with a passion; or perhaps we just don't like the unrealistic results (There's something very pervasive and inorganic about 3D games)? Why?


Well, I would say that I
1. Enjoy pixel art. There is just something fun about looking at an old skool pixellated image.
2. Am good at doing pixel art. So I can appreciate good 2d pixel art more.
3. Am terrible at doing geometric 3d art. TERRIBLE.

So, I probably won't be doing a classical 3d game. Although, I have been building that voxel engine, and I must admit I like it, it's sort of like doing 3d pixel art. I can handle that.

Quote:

NOTE: RPGDX has emerged from winter hibernation! \(-_-)/ YAY!


Double yay! And it seems to be more active than it ever was! W00t!

Quote:

well it obviously not wrong, i for one have my views on 2d games for reasons that i think 2d has been forgotten by the mainstream. too many people chase after this new great 3d stuff, which is great and all, but many games use 3d as a gimmick.


Yes and no. It used to be a gimmick- now it's just expected.

Quote:

the game will still suck if its not a good game, not enough thought into it, too simple or too much.. the method of showing the game visually should be a second thought in many cases.


This is actually why I think voxels have had such a bad rap. It's not because the technique produces slightly less interesting results than regular 3d- it's because so far, all of the games made with Voxels have been only medicore at best. But, I think voxels give a more organic 3d, and can be (from my POV) seen as much as a form of expression as using regular pixel art versus 3d.

Quote:

it might also be the fact that most 3d games ive played dont break the bubble of innovation. "ok, we got a dude, and we got a camera, and an environment. awesome!"


Just like most platform games don't have any innovation. Innovation is the bane of any money making industry- when innovation is great you are rich, but if it's not you lose assloads of money, and innovation rarely makes it big.

Quote:

I'll subscribe to the rebel/counter-culture theory. :) There are some games making it big (Ragnarok Online, Maple Story) that are 2D/Hand-drawn. I love to see what the human hand can do. I have not problem with 3D, but it loses some aspect that I can't quite put my hands on. It's somehow less. Maybe it's just me...


Ragnorak is 2d sprites on an 3d-isometric background. So, technically speaking, it's not 2d. I really think that might just be you- I mean yeah in the days of Along in the Dark, or even FF9 the 3d wasn't as good as 2d art. But ever since the Dreamcast, 3d is far surpassing what 2d can do. I think it's becaus people realised 3d isn't about realism- just another form of expression.

Quote:

i seem to recall reading something about 3d and how it lacks what 2d can provide. something about piecing together a cinematic and story lines with 2d works better (or perhaps this is just the perception of the author.. i dunno) since you're not just switching cameras but rather you are doing an editing job on a movie like layout. granted, the movie like layout could include 3d rendered information.. meh


This (I think) is completely bass-ackwards. 3d is more like film editing- you can change camera veiws, have actors redo scenes, and edit things in a very interesting way. 2d is more like cartoons/animated movies, you can only have one camera shot per frame, and recreating that frame takes more work.

Quote:

what i do like with 2d is that its the roots of our video entertainment, cartoons, video games before the 3d boom. many people have a feeling of retro-goodness, and maybe its just my general feeling, but artists seem to express themselves better in 2d. trying to create things in 3d and get that overall feeling that a 2d backdrop created can be near impossible.


See, I would have disagree. To me, it's all about expression. A 2d game plays, looks and feels different than a 3d one. It's way of creating something that pushes certain feelings. Like a director filming an entire movie with a PXL-2000, or an 8mm camera. Sure 16mm-32mm cameras and film (as well as digital cameras) are cheaper than ever and easier to work with, *but* the older versions change how a movie feels.


Quote:

Mandrake posted vector graphics same days ago, now you ask about 3D.

Vector used to be used for wireframe 3d. I was talking about using vectors for a 2d game with zooming capibilities.

Quote:

I'm wondering. Both techniques have been used in RPGs and are still used in RPGs. Did I miss something? Was there a time leap and I have memories from the future?


We are talking about independant RPG's- heh.
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bay
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PostPosted: Wed Feb 09, 2005 2:33 pm    Post subject: [quote]

Mandrake wrote:
This is actually why I think voxels have had such a bad rap. It's not because the technique produces slightly less interesting results than regular 3d- it's because so far, all of the games made with Voxels have been only medicore at best. But, I think voxels give a more organic 3d, and can be (from my POV) seen as much as a form of expression as using regular pixel art versus 3d.


ive seen where voxels made for a good 3d like effect and quite quickly and not requiring a great deal of firepower to make it happen. the most notable was that chopper game, janes, or whatever... and some games that pull off a 3d effect on a cellphone with limited capabilities..

as for voxels having a bad rep, i dont think they do. 3d has just taken center stage, as you said, its become expected. if you need to mimic 3d, voxels are a possibility.

i for one appreciate the idea of voxels, not for what it can mimic, but rather what it creates on its own merit. i really enjoyed seeing 2d worlds being "pulled" into 3d dimensions.. great feelings there.

Mandrake wrote:
This (I think) is completely bass-ackwards. 3d is more like film editing- you can change camera veiws, have actors redo scenes, and edit things in a very interesting way. 2d is more like cartoons/animated movies, you can only have one camera shot per frame, and recreating that frame takes more work.


i think you are completely correct and i was a bit too tired to be typing. =p however the merit in the presentation of 2d vs 3d is more that the artist controls it all.

Mandrake wrote:
See, I would have disagree. To me, it's all about expression. A 2d game plays, looks and feels different than a 3d one. It's way of creating something that pushes certain feelings. Like a director filming an entire movie with a PXL-2000, or an 8mm camera. Sure 16mm-32mm cameras and film (as well as digital cameras) are cheaper than ever and easier to work with, *but* the older versions change how a movie feels.


well yes, the feeling of a 2d game (although this differs for each person) is different than a 3d one. some games are obviously not made to be a 3d game and vice versa, so removing those from the set and thinking about games that can be expressed both ways what are the pluses and minuses to creating a game in either viewpoint?

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Hajo
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PostPosted: Wed Feb 09, 2005 3:13 pm    Post subject: [quote]

Vector graphics saw an evolution:

1) Wireframe
2) Polygons
3) Shaded polygons
4) Textured polygons

So vectorgraphics have a lot of expressions.
Voxels and realtime raytracing are different techniques, so I agree with 3D != vectors in case of those, but they are fairly rare. Please try your voxel engine. I'm really curious about the results :)

Last week I did some experiments with autostereograms as 3D visualization technique, but at least for H-World they are unsuitable. Yet, I'm working on a 3D display module.

If you have H-World 0.4.3 installed try the command line

H-World -3D

it doesn't work fully yet, but it's a start.

When Doom was a hype, I tried to write a software 3D renderer. I've started to port the code to H-World. It doesn't fit and lot's are missing, but the floors are there, and walls (without texture) are there, too.

I would prefer OpenGL but none of my linux boxes has a working OpenGL driver :(

More seriously, someone announced this:

http://rpgcodex.com/phpBB/viewtopic.php?t=6256

Much more 3D, and definitely indie. I have no idea if he will get somewhere.

This is a more professional project, but still independant, I'd say:
http://www.planeshift.it/main_01.html
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Mandrake
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PostPosted: Wed Feb 09, 2005 3:35 pm    Post subject: [quote]

Quote:

ive seen where voxels made for a good 3d like effect and quite quickly and not requiring a great deal of firepower to make it happen. the most notable was that chopper game, janes, or whatever... and some games that pull off a 3d effect on a cellphone with limited capabilities..


Yeah, and one on the GBA as well. The way I see it, it's the best way for a pixel artist like m'self to express myself in 3d.

Quote:

as for voxels having a bad rep, i dont think they do. 3d has just taken center stage, as you said, its become expected. if you need to mimic 3d, voxels are a possibility.


Yeah but everywhere I have brought up voxels people tell me to ditch them and do 3d-card OpenGL stuff. Like the reason I was doing it because Voxels are revolutionary or something. They're not- I just love how they look.

Quote:

i for one appreciate the idea of voxels, not for what it can mimic, but rather what it creates on its own merit. i really enjoyed seeing 2d worlds being "pulled" into 3d dimensions.. great feelings there.


Yeah, I think that's what I like about it as well. And sometimes how they look- they give a much more rough and warm looking game- sort of dirty and blocky and edgy.

Quote:

Vector graphics saw an evolution:

1) Wireframe
2) Polygons
3) Shaded polygons
4) Textured polygons


But that's in 3d. I'm talking about vector graphics like what Illustrator uses, or PDF uses. A way of zooming in and out of a 2d image without pixelation.

Quote:

Voxels and realtime raytracing are different techniques, so I agree with 3D != vectors in case of those, but they are fairly rare. Please try your voxel engine. I'm really curious about the results :)


Maybe I should've said 2d vectors? Anyway, I've got loading/saving rotating a single voxel working in isometric projection. Now to actually have a world made of voxels. That's my next challenge.

Quote:

Last week I did some experiments with autostereograms as 3D visualization technique, but at least for H-World they are unsuitable. Yet, I'm working on a 3D display module.


Sounds neat. I've never heard of autostereograms before.

Quote:

If you have H-World 0.4.3 installed try the command line

H-World -3D

it doesn't work fully yet, but it's a start.


I'll have to try it when I get home form work.
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Hajo
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PostPosted: Wed Feb 09, 2005 3:45 pm    Post subject: [quote]

Mandrake wrote:


Quote:

Last week I did some experiments with autostereograms as 3D visualization technique, but at least for H-World they are unsuitable. Yet, I'm working on a 3D display module.


Sounds neat. I've never heard of autostereograms before.


Most likely you know them by another name, e.g. SIRDS of SIS:

http://archive.museophile.org/3d/pub/SIRDS-paper.pdf

There was a book series called "magic eye":
http://www.amazon.com/exec/obidos/ASIN/0836270444/qid=1107963772/sr=2-1/ref=pd_ka_b_2_1/102-2159735-6335368

Anyways, a I don't know many project that use voxels, so I'm still curious about yours. I must admit, I heard a lot of things that make me believe that voxels are unsuitable for games, but with a few tricks they might work. Overall my imprssion was so bad that I never tried it.
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Mandrake
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PostPosted: Wed Feb 09, 2005 4:08 pm    Post subject: [quote]

Heh, this is exactly what I'm talking about when I say Voxels get a bad rep. It boils down to about 5 years ago- when the 3d hardware wasn't as up to snuff as it was today, and Voxels were considered this revolutionary leap where 3d worlds looked actually real, etc etc rather than clean and geometric. Now, the 3d cards are fast enough were it doesn't seem to matter as much, and people are complaining, saying voxels are too slow (not really- only in very high resolutions), waste too much memory (that is true- voxels are memory hogs, no denying that), and look bad compared to their 3d counterparts(true only when compared to commercial 3d games. Now- compared to most indie offerings voxels are still respectable).

Some examples of voxels:




and here's something similiar (isometric view) of what I'm trying to accomplish (except I plan on making things more soft, less rigid):


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Hajo
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PostPosted: Wed Feb 09, 2005 4:20 pm    Post subject: [quote]

That's also the reason why I try to get you going on that :)

Voxels have potential, no doubt. The questions is how to overcome the obstacles.

I'm happy that you'll try it.

PS: maybe it's better not yet to try the "H-World -3D" thingy. It's way too incomplete, and maybe it's better to wait until it is at least useable a little bit.

I must admit, I don't like polygon models much. If I go 3D I'll try the doom way, 3D landscape and scaled bitmaps rendered into it.
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Mandrake
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PostPosted: Wed Feb 09, 2005 4:45 pm    Post subject: [quote]

There are more reasons why I like voxels.

Mostly because they are basically 3d projections of pixellated sprites, another is that for me, I actually understand the math involved (heh), and lastly, I like the way the look. And the most important reason-> Because so far, I haven't actually seen an isometric voxel engine for people to use. It gets bonus originality points in my book.

Probably the same reason why you would use a Doom-style engine rather than polygonal.
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Hajo
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PostPosted: Wed Feb 09, 2005 5:04 pm    Post subject: [quote]

I think this example illustrates a similarity and yet a difference between us very nicely.

We actually have the same goal - we like the look of 2D sprites.

But we go radically different ways:

You go for the unexplored, new, groundbreaking voxels. You know they have an edge if done right, and you're confident to solve all the yet unknown problems on your path.

I go for the year-old but proven technology which has known weaknesses, but no unknown problems.

I'm often conservative as can be. I wait until everyone around me confirms that a new thing really works.

You're avantgarde. You're the first one who knows if something going to work.

I wish you luck on your path.
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Mandrake
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PostPosted: Wed Feb 09, 2005 5:08 pm    Post subject: [quote]

Hmm. Avant Garde. I guess I could call myself that. Maybe it boils down to my years in highschool-college days where I was big in the experimental writing scene (got published all over the place, was tons of fun...got bored with it though)? Or maybe it's because I like to take on things that are interesting to me, and exploring things is interesting to me. Exploring stuff I don't understand- experimenting, bridging, burning, solving problems in different ways.

Will it look terrible? Probably. Will it look any worse than some other amatuer first try at 3d? No, I don't think so.

:)
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