Hi,
I was listening to Amiga music the other day and fell on "Vaxine", a game I played on those days for quite some hours. You ran on a flat matrix, shooting at viruses that kept trying to gather. "That would be a cool game to make in Pico 8", I thought, and voilà! Just the beginning of course. Never made anything in 3D, and well this is neither, as it's just a bunch of factors thown together to bring fake 3D. But it looks cool imo so let's see how far this can go this way.
I still have my "WhoDares" to finish though, that takes all my spare time (update very soon), so Antidote is not in a rush for now.
Did you use any ressource to code this or just tinkered with the code? just asking because you said you never made anything in 3d,
In fact when I was a teen I drew a lot of perspective pictures, fascinated by Tron and other early CGI movies. I taught myself starting with 1 vanishing point, then 2 and later 3. So from an illustrator POV I understand how 3D (perspective) works, and that's my main resource here, but translating that into programming is another matter.
That's why I'll certainly stick with 1 vanishing point 3D for now, as it was in Vaxine. My math is far too weak to even imagine how to compute real 3D. That's why 3D here is fake: lines crossing at horizon are not a problem as distance between them is always the same, but the distances between parallel lines are just made up with a factor based on player position and a constant, the whole power 3 (that power 3 idea comes from another cart I don't remember now). If it was real 3D, or fake 3D done well :), you could draw a line across diagonal quads that will pass exactly through their corners. This is not the case here. But what matters is speed first, exactness after!
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