![]() ![]() The big thing for us at the moment, is to get our Kickstarter to 100% as soon as possible, the more money the studio makes, the more features we can add to the editor / polish the game / ect. Thing is, Prodeus wears its Brutal Doom inspiration on its sleeve, and boy is it a hoot. We know - we know, the competition is nothing if not fierce in this particular niche. Check out this time-lapse video here, and maybe slow it down to. If we were to be giving out the title of the best retro FPS, it would almost certainly go to the freshly-launched Prodeus game. We are using Unity as a base engine, but the editor is a custom tool we've build that runs in-game from the main menu seamlessly. So you could make them higher res, but still keep them in their sprite form. ![]() I asked Mike, he said (for Pc Platforms, confirmed) we would be able to allow resolution changes on the enemy pixel rendering. A part of that process will be giving players visual options, but mostly us cleaning up what is there. Our first art pass on the game has reveals too much noise and now we are in the process of refining that style to become more readable and less in your face. If you want full coverage (The game is using Outer and Inner Edges like GZDoom), FXAA is a good choice. ![]() However that will only cover the outer edges of the 3D objects. file to enable it) But you can use NVIDIA or AMD Control Panel for MSAA. (Even if there is an option in the configuration ini. Yep! We have been following the communities pretty closely and reading all of the feedback. The game doesnt have anti-aliasing for 3D objects. ![]()
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