The Sierra adventures at that time (Kings Quest V and the like) had painted backgrounds where the actionable items would stand out because they looked like crap.
The Sierra adventures at that time (Kings Quest V and the like) had painted backgrounds where the actionable items would stand out because they looked like crap.
https://www.youtube.com/watch?v=zsGaVrMr9N8&t=480s
The reason I remember this is that it inspired me to spend ages implementing Gouraud shading in my own graphics library (written in assembly language), only to discover that flat polygons look better most of the time.
And what about these fancy ballroom dresses? https://www.mobygames.com/game/325/alone-in-the-dark/screens...
We can only do two things now: contact the original author, or reverse engineer the binaries! Does anyone know if there is a DOS emulator that allows you to visualize and override RAM access easily?
There is a very nice presentation [1] in which Raynal shows some of the old tools that were used to create Alone in the Dark. I'm still not entirely sure what kind of rendering is being used, but the editor sure looks nice (in 640x350 EGA). Perhaps there is some more background information on LBA out there as well?
Better than that. LBA 1 and 2 engine has been opensourced some time ago.
https://github.com/2point21/lba1-classic
And indeed in the glorious mess of an ASM renderer with ASCII art for section headers, there's a reference to gouraud shading: https://github.com/2point21/lba1-classic/blob/f73f457317f0b7...
Relentless/Twinsens was 94. RE and FF7 were years after that
Feels like so much work. You fully realize an entire scene and then capture a couple angles at most.
Of course I should have known better given the handful of times a scene comes to live via an FMV cutscene.
The biggest one is actually animation. Animation gets expensive as you add more detail, and when you add resolution, you discover a need to add more frames of animation to make it still look smooth, so your art costs can explode. The use of 3D here is motivated by having camera-independent animation, and being able to use it for every minor environmental effect: think of every Myst-style game where you pull levers and push buttons and open doors. Character animation in early 3D was bad, but it was also "enough" to look representative, so it ended up beating traditional or live action approaches.
Turns out it is quite innocent, but it's still adults having fun with models: https://en.wikipedia.org/wiki/Kitbashing
In the game, many of the scenes do use illustrated backgrounds. For example towards the end of the game, the caves. Here the calculation may have been the other way round (easier to do illustration).