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(1 edit) (+2)

Maybe the main problem here is that you get so close to regular 3D that we just have to complain about the typical things we care about in 3D, like the camera, while we ignore the player animation, the star field, the editor (yeah I "played that" because I was curious), the lighting and semispherical effects for the taser and win, etc. In a way, it does feel like that, like you got too close to general 3D, and for the average player that doesn't understand what's going on under the hood... it may not translate so much into a visually unique result as other of the games you made? Some of the fancy details got drowned by the scale of the chase, in a sense.

I wonder if you have any plans to develop this style further, e.g., a "paper mario"-like framework to work with more generally (paper3D vs tetra3D war incoming?), or if it hasn't inspired anything in particular that you would want to bother working on. As a proof of concept is very interesting, but unlike your knowledge on animating characters with shaders, it doesn't seem so easy to reuse situationally?

(+1)

Thanks for playing, also for your interest!

I agree with everything you said, the game in its state only looks like I want to be "showing" while actually I had various tweaks and polish in mind but I couldn't do it in time unfortunately.. :(
And indeed, I wanted to experiment a voxel world in order to make something more generic later on, it took me a while to setup without major bugs.

About a Paper3D thing, honestly I could feel like developing such a thing haha
As for the editor, the map in general, I had ideas to overcome it in mind, but it has this constraint of being rendered via a heightmap, so it doesn't have support for holes in the middle of a shape. It is for the same reason that it is hard to map different material ids / textures on a single column with this technique. But constraints are always a nice way boost creativity imo!
So, it's not a final version, it has its set of constraints, but I might develop a generic/public framework if people (at least you) finds the idea interesting haha

To the paper mario / animation sprites, this has been the way I decided to make it (through shaders) but it's not limited to this.
Regular spritesheet management and 2D animations could be made before the world rendering, drawn on an intermediate texture section and be read from the shader when having to display an entity (originally how I wanted to make it, I just couldn't do art).

Thanks for your honest curiosity and depth in review as always!