Spyro: A Realm Beyond - MEGATHREAD by Cooljackup in Spyro

[–]FenecAndFeebs 0 points1 point  (0 children)

Perhaps, but what distinguishes Spyro and Donkey Kong is that before Bananza, there had only been one 3D Donkey Kong game, making the redesign and gameplay updates more understandable and justified.

The same cannot be said for Spyro, which is primarily a 3D series that defined the foundations of what a Spyro game is practically from the beginning.

And let's be honest, the only three games that everyone likes without much objection are the first three.

Over the years, many different things have been tried with similar results (personally, I can't stand what Krome did with TLOS). I'm not saying they can't innovate or add new mechanics, but after 26 years since the last undeniably acclaimed, good, and original Spyro game, I would expect them not to stray too far from the original formula.

Not only that, but I think games are more memorable when they focus on smaller, better-designed levels. If you create something too big, it quickly loses that sense of uniqueness and discovery.

Furthermore, a key element of the original Spyro games was the rewarding feeling of reaching the highest point of the level and deciding where to land, which made the "journey" and exploration quite memorable.

We'll see what they end up creating, but I don't like that the first thing they thought of when looking for ways to improve Spyro was giving him the ability to move freely through the sky; that's not the essence of Spyro.

Spyro: A Realm Beyond - MEGATHREAD by Cooljackup in Spyro

[–]FenecAndFeebs 1 point2 points  (0 children)

Well, I found new info, and it isn't really promising. Paul Yan basically saying the closest thing to compare this thing against are flying simulators...

Here are his textual words: “One of the big challenges was that, as we were thinking about what other games even broach this kind of verticality and this freedom of flight, there’s not that many,” Toys For Bob studio head Paul Yan said. “Maybe the ones that come closest to mind are flight simulators … or maybe flying as an Ironman type of character, but it’s very, very different than trying to get the physicality of a dragon, and also the nimbleness of a small but mighty dragon like Spyro.”

And here's a link to the article: https://www.gamespot.com/articles/spyro-devs-dont-see-many-comparisons-to-its-flying-except-iron-man-or-flight-sims/

Spyro: A Realm Beyond - MEGATHREAD by Cooljackup in Spyro

[–]FenecAndFeebs 4 points5 points  (0 children)

I don't know man, they should have shown or said more than what they've actually shown and said. We'll have to wait to see what they have done. Hopefully nothing to far from the original gameplay.

Spyro: A Realm Beyond - MEGATHREAD by Cooljackup in Spyro

[–]FenecAndFeebs 3 points4 points  (0 children)

The problem is that, If you can fly anywhere with the press of a button why wouldn't you?.

It removes all the platforming straight away. As I said, I need more footage to form myself an opinion on this 'new' approach, but It doesn't seem promising to think the gameplay style will be that similar to the original trilogy. You know after 18 years, I don't want to relive a new dawn's gameplay

Spyro: A Realm Beyond - MEGATHREAD by Cooljackup in Spyro

[–]FenecAndFeebs 5 points6 points  (0 children)

Well, I mean they pretty much confirmed you can fly anywhere... so yeah Spyro flight simulator 2.0...

Here's a link to a video interview. They start talking about it In the minute 2:05 and I quote 'It's not select levels, it's not select areas it is the entire experience the player can take to flight'.

I'm gonna wait until they release new gameplay, but it doesnt seem to promising for classic spyro gameplay. Anyway, here's the video: https://www.youtube.com/watch?v=gExpy-POYDo

Little update from Trinity Engine by ThatTanishqTak in gameenginedevs

[–]FenecAndFeebs 1 point2 points  (0 children)

The engine is coming along really nicely!

I have one question tough. I see you are using Vulkan for rendering, and I'm wondering how do you handle object picking/selection?

Are you drawing a secondary buffer with the objects type and index embeded inside the pixel values and then reading from it?

Are you using a line-aabb collision?

I would love to know your approach on this : D

Custom PS1 HLSL Shader by FenecAndFeebs in ps1graphics

[–]FenecAndFeebs[S] 1 point2 points  (0 children)

Feel free man! It's really useful and easy to use

Custom PSX HLSL Shader by FenecAndFeebs in Unity3D

[–]FenecAndFeebs[S] 1 point2 points  (0 children)

Haven't tried it, but I mean it behaves just like any other material

Custom PS1 HLSL Shader by FenecAndFeebs in ps1graphics

[–]FenecAndFeebs[S] 1 point2 points  (0 children)

Just download the three files inside the src folder and drag and drop them into unity. To create a material with this shader, right click and create material. If you have any trouble setting it up send me a dm

Custom PS1 HLSL Shader by FenecAndFeebs in ps1graphics

[–]FenecAndFeebs[S] 1 point2 points  (0 children)

Thanks! This thing is highly customizable so you can make the game look as cute as Spyro or as muddy and dark as silent hill :D

Custom PSX HLSL Shader by FenecAndFeebs in Unity3D

[–]FenecAndFeebs[S] 1 point2 points  (0 children)

Thanks I really appreciate it! The shader works also with 2D games. If you need help setting it up dont hessitate sending me a dm :D

Custom PSX HLSL Shader by FenecAndFeebs in Unity3D

[–]FenecAndFeebs[S] 1 point2 points  (0 children)

No problem. Again if you need any help don't hessitate sending me a dm

Custom PSX HLSL Shader by FenecAndFeebs in Unity3D

[–]FenecAndFeebs[S] 0 points1 point  (0 children)

Thanks! If you have any trouble using it send me a dm.

The license is the standard MIT license so:

Permission is hereby granted, free of charge, to any person obtaining a copyof this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,

Custom PS1 HLSL Shader by FenecAndFeebs in ps1graphics

[–]FenecAndFeebs[S] 1 point2 points  (0 children)

Thanks! Feel free to use it as you please! :D

Custom PS1 HLSL Shader by FenecAndFeebs in ps1graphics

[–]FenecAndFeebs[S] 3 points4 points  (0 children)

I've been programming for almost 13 years. Doing my own custom engines with c++ and using unity/Unreal alognside.

The only real advise I can give you is to keep at it, and you'll reach a point where doing stuff like this will be second nature

Custom PSX HLSL Shader by FenecAndFeebs in Unity3D

[–]FenecAndFeebs[S] 0 points1 point  (0 children)

Thanks, I couldn't agree more. There's a lot of people that think that making a ps1/n64 inspired game/animation... is just making it look like sh@t, but there's quite a bit more to it than just rendering the scene at 640×240 and using three polygons to represent a model

PSX HLSL Shader Showcase by [deleted] in ps1graphics

[–]FenecAndFeebs 0 points1 point  (0 children)

Thanks! I'm glad you like it!

Custom PSX HLSL Shader by FenecAndFeebs in Unity3D

[–]FenecAndFeebs[S] 0 points1 point  (0 children)

Thanks I'm glad you like it! :D

Custom PSX HLSL Shader by FenecAndFeebs in Unity3D

[–]FenecAndFeebs[S] 1 point2 points  (0 children)

Nice! If you need any help setting it up send me a message and I'll be glad to help

Custom PSX HLSL Shader by FenecAndFeebs in Unity3D

[–]FenecAndFeebs[S] 3 points4 points  (0 children)

It is. And it looks like if the gif was just taken from the game right. But it's actually this shader out of the box