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Post by Tyler Legrand on May 16, 2014 5:46:20 GMT
Is this feasible:
A modern FPS game engine that uses 2D sprites for characters,
e.g. Doom except 1) sprites are HD and are animated at high frame
rates (possibly 30fps, maybe lower frame rate for far
distances/huge enemies for optimization/stylization) 2) there are sprites for top and bottom angles instead of just
front, back, and sides (let's not go zany and consider a sprite
for every single angle possible; for this case there are maybe 10 unqiue angles per character, presuming they can be mirrored, and that you'll never see a character from the absolute bottom angle)
As far as I can tell (correct me if I'm wrong), even if you have the sufficient manpower for all the work required, this would never run on modern PCs simply because of the amount of sprites you need. For a standard 3D FPS you'd just need comparatively few 2D textures for your 3D character models, while in this hypothetical 2D FPS you'd need hundreds/thousands of sprites per character, not only for animation, but also to compensate for all the angles from which you'd be viewing the character.
So I guess for now this may only work if you forget about the HD feature and scale down the resolution drastically; I think a high frame rate can be kept, though.
I dunno what do you guys think
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K-Man
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Post by K-Man on May 16, 2014 5:49:17 GMT
wouldn't 2D be side scrolling, like an old mario game?
help me out here, my dimensional concept might be off
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Post by Benjaman on May 16, 2014 5:49:26 GMT
why not 4D huh
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K-Man
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Post by K-Man on May 16, 2014 5:50:25 GMT
oh just the sprites
wait what
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Post by Benjaman on May 16, 2014 5:52:06 GMT
wouldn't 2D be side scrolling, like an old mario game? help me out here, my dimensional concept might be off shitpost aside, yeah legrand youre just describing a very low-power normal 3D game. a side scroller has only x and y dimensions so its 2D you could make a pseudo 2D FPS if you made the z direction a finite, constant width. as in, imagine a minecraft world that is 1 block wide, however tall, and as long as necessary. you can move forward and back (x), into the air (y), but not toward the screen or away from the screen (no z element)
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Post by Benjaman on May 16, 2014 5:54:25 GMT
littlebigplanet is almost what im describing, except it is 3 "blocks" wide instead of 1. there is a very slight z direction, also its third person side scrolling and not first person. just imagine you have to look through sackboy's eyes.
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K-Man
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Post by K-Man on May 16, 2014 5:56:17 GMT
just remake super contra and kickstart it BAM million bucks
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Alo
Real Human Bean
Posts: 848
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Post by Alo on May 16, 2014 5:59:43 GMT
All you're asking for is a 3D FPS with 2D sprites.
Of course we would be able to do this.
It's basically just a bunch of high quality sprite sheets. Assuming they're properly compressed, the sizes aren't that ridiculous. If there's multiple of one enemy, you only need the one sprite sheet as well, so that's extra not a big issue.
What you're thinking of is VRAM which would be the limiting agent, but GPU's have a pretty sizable amount of VRAM. More importantly, since the sprites would just be read from to be displayed in the game, you probably wouldn't even need THAT much VRAM, and could likely just load the sprits into regular memory on your PC.
This should be far from impossible to do.
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Post by Tyler Legrand on May 16, 2014 6:01:37 GMT
changed thread title
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Post by Tyler Legrand on May 16, 2014 6:01:54 GMT
not that it'll be of greater help lul
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Post by Tyler Legrand on May 16, 2014 6:07:31 GMT
thanks alo <3
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Alo
Real Human Bean
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Post by Alo on May 16, 2014 6:07:56 GMT
actually now that I consider it, if you're going sprite based, I'm not quite sure why you would be doing 30fps.
But, if you were dead set on that, then a more efficient option would probably be to use H264 video with transparency instead of an actual sprite sheet to hold the animations. It would save a ton of space, even at a high bitrate, and could end up being a lot more efficient. Of course, you would need to make a game that allowed the posterboarding of video onto "enemy" objects in the world.
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2.5D FPS
May 16, 2014 6:29:30 GMT
via mobile
Post by Tyler Legrand on May 16, 2014 6:29:30 GMT
Cool, I hadn't even considered that I only suggested 30fps to match the lowest 'standard' frame rate most (console) games run at. In theory, I'd be happy with 24 or even 12fps which is standard for most hand drawn animation... But I wonder if that would blend well with what's required for gameplay, e.g. 30/60fps
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Post by Patty O'Furniture on May 16, 2014 8:45:47 GMT
are u working on a little anime girl billy-goating simulator
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Post by Tyler Legrand on May 16, 2014 8:49:57 GMT
"oh gee what does urser has to say"
*click*
"yep"
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