5/11/2023 0 Comments Pixatool review![]() Most of the PS1-inspired games I've seen are horror, so they typically have very dark and gloomy atmosphere and more of an industrial aesthetic. That would kind of locate it in PS1 graphics nostalgia, which is also appropriate because the game draws from FF7 and FF8 (or at least the mood those evoked). But I want Fugue's graphics to be a bit "crunchier", achieved through lower-res graphics (more pixelated) and no anti-aliasing. It's close to the sweet spot of visually interesting but not too labor intensive. It's basically a low-poly approach and uses internet-sourced images as textures: A few years ago while prototyping some ideas I used a very quick-and-dirty modeling and texturing approach that gave really good results. The other major set of decisions to make are around the art style. These are likely to change as the project starts to pick up and I have a better sense of what the needs are, so I'm not too worried about getting them exactly right at the start. There were some other important housekeeping decisions to make: like folder hierarchies, how to keep process notes so that if I have to hit pause on the project for a few weeks (extremely likely), I can easily get pick up where I left off, and so on. ![]() It seems like that might have been due to an older version of Mesa after upgrading it things might be working properly (fingers crossed). I did struggle with the program crashing and locking up my system frequently. ![]() Though it took a bit of re-adjusting to the UI, overall some of the annoyances I had with Blender feel more or less resolved in the update. I did hit a snag because I was using Blender 2.7 and upgraded to 2.9, which has a huge set of changes (which I think were mostly introduced in 2.8). I'm already familiar with Blender so it was a no-brainer to keep using that (I did take a brief look at picoCAD, which looks great). The other big decision was what modeling software to use. Godot fortunately looks better after playing around with it a bit I feel somewhat confident that it's the right choice. When developing The Founder I initially used Unity, but had such a frustrating time with it that I ended up developing it as a web game. I was a little hesitant at first, based on my previous experience with this sort of game engine. In the meantime they suggest Godot, which is well-supported, open source, and mature, something like to the game world what Blender is to the 3d modeling world. Unfortunately it's still in development, which would likely lead to a lot of headaches down the road. I initially was looking at Bevy, which is a Rust ECS (Entity-Component-System) framework that looks very promising. Probably the biggest starting decision is what game development framework to use. I'm really just putting together a custom authoring system for this particular game. Most of them time will be creating assets (modeling, processing textures, animating, etc) and writing the story and dialogue. Right now I'm thinking the core development pieces are relatively simple and robust once in place. Expressiveness: Ideally whatever I set up now is enough to cover whatever ideas I might come up with down the line, and to allow me to express them quickly and intuitively.Time: I have a job and other obligations, so anything that can smooth out workflows, minimize clicking and pausing and looking for the right folder and so on is ideal.There are two main fundamental and related constraints: I have a big dump of notes and memos to turn into something more coherent, but because the world, game mechanics/experience, and story are all going to be constrained by development considerations, I want to start getting that whole infrastructure and process in place before going any further. For the past few months I've been sketching out the world and rough game mechanics/experience for a new game I'm working on called Fugue.
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