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Would you dismiss a FPS if the scenery was made of orthogonal tiles?

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Thread replies: 33
Thread images: 15

File: rise of the triad.jpg (756KB, 1920x1435px) Image search: [Google]
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Would you dismiss a FPS if the scenery was made of orthogonal tiles?
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>>389790548
the fuck is an orthogon?
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File: wolfenstein 3d.png (18KB, 640x400px) Image search: [Google]
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Considering I spent hundreds of hours playing and modding Wolf3D, a game where every level is made out of 64x64 sized grid, each cell only taking one object or block of 90-degree walls... yes.
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>>389790548
No? Are you stupid? That's literally how it began.
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>>389790759
>>389790805
Is Wolf3D the most aesthetic game ever made? Those blues and reds look so sexy
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>>389790667
Orthogonal means things are at a right angle (90 degrees from each other).

Think of it like this: in Minecraft everything is made of cubes, and lines in the terrain can't be drawn but at an orthogonal angle. In a game like Doom, on the contrary, lines can be drawn at any angle.

Portal 2 is another example of a game where scenery is orthogonal (IIRC).

Orthogonal scenery naturally lends itself to more unnatural (or "gamey") environments, which might be a deterrent for some. On the other hand, it makes it much easier to make a game that way.
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>>389791020
Forgot pic. "Curved" stairs like that couldn't be replicated in Minecraft, Rise of the Triad, Portal 2, etc.
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File: This-is-the-Doom.png (2MB, 3194x1436px) Image search: [Google]
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>>389790969
Smart and artistic use of color was something the 80s and early 90s game-devs still knew. At those low resolutions and low color-bitrates, you really had to make things easily detectable and recognizable, leading into some fancy and strong stylization.

After Quake and RE1, we slowly transitioned into the modern "brown and gray" visual style, with muted colors and "realistic" looks replacing artistic designs.
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>>389791398
What a lot of people forget is that while Quake is pretty brown, it still has fantastic art direction. The palette is limited but they made the absolute most of it.

Quake 2's palette is even more limited but Q2 has rubbish in the way of art style and relies on colored lighting everywhere to make up for the texture palette limitation.
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>>389790548
This makes no sense.
>orthoganal view
>first person view
You cant have both
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>>389791830
I know, and I don't exactly "hate" Quakes, but especially the first one always felt a bit bland in my eyes, even back in late 90s. Funnily enough, it was the blood particles and textures that popped up the most, which I guess can be because of the color scheme.
>>
>>389790548
Depends on the game? If it's part of a certain style then it can be good. That's a really weird question. Why would you ask this?
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>>389792431
Different storks for different forks, nothing wrong with that. I'm in love with Q1's dingy atmosphere and find that any quality the textures lack is more than made up for with the possibilities given by actual brush-based 3d maps instead of Doom's sector mapping.
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>>389793417
I have nothing against the textures and stuff. Just their overall sameface-y feel at the quick glance. Nothing really "pops out", as majority of the world is brown.

Even in your screen shot, I can see a lot of new or interestingly used effects that make the scene more interesting than anything I've seen in vanilla.
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>>389793194
I want to make a FPS game. I started a while ago and then abandoned the project, as I feared nobody would be interested in playing it. I had coded some of the gameplay (basic movement, which I had to overhaul, some guns, hit detection, etc) and most importantly a very basic orthogonal based map editor similar to that of Portal 2, where you stretched walls to make new zones, etc (it was buggy).

In a way orthogonallity makes it inferior to games like Doom.
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File: DItnTQfXgAE75P4.jpg (168KB, 1200x750px) Image search: [Google]
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>le quake is brown me me
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>>389794205
The only thing I see that's not a shade of gray or brown in your screenshot is the skybox.
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>>389793652
>Even in your screen shot, I can see a lot of new or interestingly used effects that make the scene more interesting than anything I've seen in vanilla.
The big new things in that shot are the flame effect, the colored lighting in the back and the transparent bridge up top. The former has no equivalent in the base game because there's no flames other than the candle models, colored lighting was backported to Q1 sourceports well over a decade ago plus (from Quake 2), and the transparent bridge is admittedly new but not necessary at all. All the custom textures use the game's original palette.
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>>389794205
>le fan-made mod released two decades after the OG game represents the vanilla experience may may
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>>389794302
get your eyes checked
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>everyone forgets episode 3 of quake is entirely blue
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>>389794354
So all in all, it's practically a brand new thing.
Shows how much you can change with very little alterations.
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>>389794497
It's no more brand new than the official expansion packs, which included massive leaps over the base game like rotating brush entities. The main criticism is that Quake is brown, not that Quake has primitive geometry or no alpha masking or no flamethrowers.
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File: 1363544978170.jpg (189KB, 456x628px) Image search: [Google]
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>mess around in game level in UE4
>change FPS player camera to orthographic view
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>>389791257
>portal 2
are you fucking kidding?
yes, the test chambers are cube like but the game is filled with complex models and set pieces that are not "orthagonal"

the cube like design in portal is purely aesthetic and has nothing to do with the engine or the renderer

you could 100% definitely import a model of a curved staircase into portal because it runs on the source engine not some sort of engine optimised for 90 degree shapes
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>>389791257
>couldn't be replicated in [...] Portal 2
Are you mentally retarded?
>>
>>389795027
>>389795038
Replicate it and post a screenshot.
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>>389793657
I see. I don't think there is anything wrong with a grid-based approach per se. It's definitely more restrictive and less natural, but ultimately it depends on what you are trying to achieve. You would obviously want as much flexibility as possibility if you are unsure about what you want to make beyond it just being an FPS.
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>>389795027
>>389795038
He's talking about the simple in-game Editor.
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File: hexagons.jpg (37KB, 320x436px) Image search: [Google]
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>>389790548
i prefer hexagons desu
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>>389795570
yeah but thats completely irrelevant

the game is filled with non orthogonal models

im sure their probably is a spiral staircase somewhere in the game
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>>389795903
In the first post I attached a screenshot of Rise of the Triad. It's made of orthogonal tiles, even though it includes set pieces like elevators/platforms and traps that don't adhere to that paradigm. Portal 2 works the same way, changing the sprites for 3d models. And no, there are no spiral staircases. I don't see why you would complain about me using Portal 2 as an example but not RofT, as they follow the same paradigm. If you still feel funky about it, then: something like pic related couldn't be replicated in Portal 2. Better now?

>>389795341
One possibility to make it more flexible would be to make the tiles/cells small. Let's say RotT/Portal 2 are 1m wide, make them 0.2m wide, for example.
Another would be to copy certain aspects from Sims 4 room approach. You can make rooms, each of one is grid based and can be edited through extrusion like in Portal 2. But you can also freely rotate each room, and use some kind of connecting hallways to join them. The problem there is I don't know if I'd be able to make editor check for overlaps, or if I'd just have to trust modders not to fuck up.
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>>389790548
>Would you dismiss a game that tries to appeal to nostalgia with the most trite design decision possible
Yes
Thread posts: 33
Thread images: 15


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