So my theory so far was in the likes of the following :ģd operations consists of translation among 3 axises and rotation among 3 axises. Oh dear me, I started the thread and didn't even take the time to say what I had to say 'case I was too busy. Mono-stereo-surround sound shouldn't be entirely discounted either, and there are/were a fair few entries trying to bridge stereo and surround. Rendered polygons ( Star Fox, Vortex, Stunt Race FX) Rendered wireframes, no polygons ( Red Alarm) =3d goalpost-moving stopped here, usually= Rendered polygons mixed with sprites ( Tombaâ¦and some bits of Yoshi's Island) ¦plus raycasting for terrain ( Catacombs 3D, Wolf3D) Pre-drawn rotations, scalings ( Wing Commander) or just pre-rendered, animated scenes ( Myst)Ģd gameplay with rendered BG elements that got to act on Z-axis "2.5d" ( Mischief Makers, Kirby 64, Tombaâ¦and some bits of Yoshi's Island) Pre-rendered stuff that was CGI ( DKC) or motion-captured ( Mortal Kombat) Isometric and cavalier projections ( Solstice, Snake Rattle 'n' Roll, Ultima VII) Raster effects, (pre?)scaled-sprites ( Pole Position, Rad Racer) Parallax scrolling (too many to note, see topic) Reminds me that the bar for '3d' was an oft-moving set of goalposts, at least on PC (consider Catacombs3D ~ Wolf3D 1 play layer] ( Super Mario Bros. but a lot of these are of pretty limited/specific application. Rubber-cube via raster effects, copper bars, infinite bobs, etc. It had pretty good sprite coverage too, so it could do some of the point sprite 3D techniques. You could probably make a big category just for SNES techniques owing to Mode 7 or other stuff that's specific to it. (Point sprites are also a type of primitive on modern 3D hardware, BTW, mostly used for particle explosions and stuff.) Like, that's basically the same as "real" 3D stuff except your drawing primitive is a sprite at a point, instead of rasterized triangles. Sega's series of games like Afterburner, Space Harrier, etc.) can do quite a lot of 3D positioning of sprites. Systems that can do lots of sprite coverage, and especially ones with sprite scaling (e.g. The thread that was started just a little bit before this one made a pretty nice "visual" list, at least for the NES: It feels like the distant ancestor of many critically-acclaimed indie titles prevalent today, and a nice bit of current-gen polish could help the game gain the recognition it deserves.The problem with creating a list of techniques is that many of them don't even have names, or are not implemented consistently across different games. Tomba's mix of 2D sprites and 3D environments lent an incredible charm to the game back in 1997 and its appeal is enduring. Defeating the evil pigs also makes permanent positive changes to various areas of the game world, giving the player the feeling that they're truly making headway. It ends up feeling a little like a Metroidvania game, but with fewer vampires or aliens and more children biting and suplexing wild animals. Many areas will be inaccessible until certain tasks have been completed, as these can reward Tomba with extra abilities or keys which allow him to backtrack and explore previously unavailable parts of the world. The gameplay alternates between Tomba's primary mission and various tasks acquired from characters you meet along the way. Upon setting out on the innocuous task of tracking down his grandfather's missing bracelet, aforementioned cannibal and fashion disaster Tomba is drawn into an epic quest to track down seven evil pigs and imprison them in imaginatively-named pig bags.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |