674 karma · joined April 6, 2012
There are some good points in the article, but pixel art in games (or art heavily influenced by pixel art) is a style that many people enjoy, especially when it is done well. It's very puzzle-like and you have to think economically when creating larger pieces. Pixel art and low poly art are fundamental art styles of gaming, I think partially because they are so overtly digital.
I think my favourite pixel artists show how the medium is always changing and getter better, e.g., Paul Robertson, Pixels Huh, Yuriy Gusev (Fool), Barney Cumming, and Mrmo Tarius.
PS. I'm a game developer and also run a pixel art on community on Twitter called @Pixel_Dailies. Come check us out sometime. :)
Instead of {noise(x,y)>0.5 = desert} let's simulate eons of weather, geological events, floods, and then feed that back into the lore of the game world. Dwarf Fortress is one of the few games I'm aware of that attempts this level of world generation. Unfortunately it's quite impenetrable as a game, due to its complexity.
So, instead of creating infinite worlds I'd like to see a lot more focus on procedurally-generating very interesting finite worlds. For games with a simple 2d tile-based grid, we then don't have to limit ourselves to just crafting noise-based functions -- as we can create the entire world at once. Games like Dwarf Fortress, Spelunky, Nethack, Terraria, etc., all follow this approach, and I'm trying to do the same in my own game, Moonman. So get our your IDEs and start creating house, face, forest, creature, item, and cloud generators. :)
My wife and I have lived off one salary while I have been working on the game. We're not able to save any money or go on holidays, but we live much better than 99% of the world, so I can never complain. :)
Extra costs, like a desk in a co-working space, may seem unnecessary, but I worked from home for 2 years and it drove me a little stir crazy. The KS will be able to offset some of those things, so we can start saving for bigger things in the future -- like hopefully attending GDC next time around.
My gamedev story is probably a bit longer than it needed to be, because I wanted to start 'from scratch'. I've got a CompSci background and was really curious how a game engine works, and so Moonman uses a custom game engine that I built. If I had used an existing engine then I have no doubt it would have shaved off a year of work. So I guess my advice is to use an engine like Unity for your first commercial game, then when the financial pressure is less, go explore downwards into the tech -- if that's your kind of thing.
Cheers!
I've had people help with little bits along the way, but I've never been able to afford to bring someone on in a bigger capacity. Now I can and I've just got to find the right person.
I'm now seeking crowdfunding so I can spend one more year on Moonman and finish the game! http://kck.st/1DElnw3
I'm happy to answer any questions about the game or my 3 year journey to Kickstarter. :)
I liked 2048 and its offspring, but it's a shame that this sort of rapid cloning can discourage talented game designers from working on great little games like this.
The comparison examples given in the article were slightly ridiculous. How does a non-reflective car represents 'traditional' rendering? Look at any great AAA game and you'll see reflections, refractions, radiosity, etc., that are all pretty amazing. I don't think that general demand will be there for alternative rendering hardware for quite a while.
If Sprite Lamp can fit a similar niche to Texture Packer then it can be successful. For example, if it implements multiple normal-determination algorithms, has loads of parameters to tweak, accepts and outputs many different formats, and has a stable and great looking GUI.
http://bp.io/wp/wp-content/uploads/2013/11/Img_Diffuse.png http://bp.io/wp/wp-content/uploads/2013/11/Img_Left.png http://bp.io/wp/wp-content/uploads/2013/11/Img_Right.png http://bp.io/wp/wp-content/uploads/2013/11/Img_Top.png http://bp.io/wp/wp-content/uploads/2013/11/Img_Silhouette.pn...
After manipulating some parameters, the software can then spit out a variety of maps, like these:
http://bp.io/wp/wp-content/uploads/2013/11/img_AO.png http://bp.io/wp/wp-content/uploads/2013/11/img_Depth.png http://bp.io/wp/wp-content/uploads/2013/11/img_Normal.png
1. http://bp.io/wp/wp-content/uploads/2013/11/hospital2.gif 2. http://bp.io/wp/wp-content/uploads/2013/11/img_Preview.gif
Done ;)
In addition Box2D has given me super quick spatial tests, which I use for melee, mouse-picking, and ray-casts for the particle system (which is a quick custom built thing).
[D:]