![]() ![]() Then, any doors or windows that link this room to another are filled in recursively, as long as the camera has a view of them. As mentioned, this produces uniformly similar maps that are uninteresting, and since souls games are sustained by complex map design, we need to break that grid.ĭoom uses a technique called Binary Space Partitioning, where the walls to render are pre-calculated per each room (‘sector’), and the walls of the room the player is standing in are drawn first. This technique works fine as long as the player can’t get above or below the pseudo-polygons enough to look at them obliquely, but since our player and camera are going to be glued to a constant height, this is not a problem. This allows for a crude simulation of a 3d plane, similar to Mario Kart or Pilot Wings. By changing settings for every scanline, it also allows affine transformations, like those in camera projection transformations. ![]() Simply put, it allows the linear transformations of the background. You can set the hardware to several modes, Mode 7 being the most infamous and directly related to what we’re talking about today. There are some additional tricks that aren’t apparent in the system. For example, the background rendering hardware takes a map of tiles and the locations they map to, and draws them on screen using a palette. It’s specifically designed for 2D sprite-based games. That’s kind of the fun of the thought experiment. Misanthropic lore that puts the players struggle into a larger contextĬore game loop of attempting to progress to a checkpoint, either failing, returning, or unlocking the next stepping stone. I think genres are composed of tropes, so I’ll list a few important ones here that I think any soulslike game would require.Ĭombat that rewards skill, rhythm, and spatial understandingĬomplex world maps that allow progress to unlock shortcuts or alternate routes Obviously seminal genres mean different things to different people, so I'm going to oversimplify here as a way to define the goals for this thought experiment. He was more right than he thought, having said that a year or two before the release of the Bloodborne PS1 Demake, which I will always take the opportunity to share.īut, both the above planted a brain worm that I couldn't shake what might happen if you pushed it even further? Is a soulslike game even possible on earlier hardware? Say, the SNES? What is a Soulslike? ![]() This idea came from a remark from a designer friend of mine while we were discussing the soulslike games, something to the effect of "Y'know what? Souls games have the gameplay of a Playstation 2 game with better graphics". At the very least, I hope it's a fun read. If anyone wants to implement this scatterbrained mess, may god have mercy on their souls. I'm toying with the idea of making a blog talking about random ass concepts of the above variety, while merging design, programming, and rendering topics. Power-ups can also be found on these levels.I suffer from an affliction many programmers and game developers can sympathize with: We tend to have so, so many ideas and nowhere near enough time to execute them. Captain Planet can also move/fly in any of eight directions and also can only take one hit before dying. Inside levels summon Captain Planet himself, who can punch or turn himself into a swirling version of any of the five elements. Touching an enemy or projectile results in instant death. The planeteers can use any of their elemental powers, drained from an energy bar: Fire shoots a fireball directly ahead, Water shoots out a water wave, Wind lets loose a defensive air currents, Earth tosses stones out to the earth and Heart calms animal creatures. Outside levels usually put the Planeteers in some kind of vehicle which can move in any of eight directions on the screen. The powers of Gaia keep watch over the world, and assign the Planeteers to where they are needed.Ĭaptain Planet and the Planeteers is an action sidescroller game divided into two sections: Inside levels and outside levels. When the Planeteers combine powers a superhero Captain Planet, guardian of the Earth, is summoned. Each Planeteer is endowed with a special elemental power which is used to combat pollution, preserve the environment and keep everything ship-shape. Based on the cartoon series of the same name, Captain Planet and the Planeteers are environmental protectors. ![]()
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