Comment on Kotaku Asks: How Soon Is Too Soon For A Video Game Remaster Or Remake?
insomniac_lemon@kbin.social 11 months agoSome people might be against them for the reason that they can de-list their old games from digital storefronts. For newer games especially it'd make that hard to compare what was changed.
I guess it's not as relevant with newer titles, but I feel like the classics looked fine (especially with higher internal res which is a good option for emu) and had some really cool tech that gave it a nice aesthetic without it being bloated. So it kind of feels like it's missing the point.
Like with Spyro, a big draw for me is the usage of vertex color including the skyboxes (one example, album). So it went from ~300MiB to 30-60GiB+. I mean sure some old games were designed with raster graphics that look crusty now, but for something like Spyro I'd rather play even a fan _de_make (leaning further into vertex colors) with more fleshed out gameplay (/more content) though too many fan game creators haven't learned to distance even their game titles from trademarks.
520@kbin.social 11 months ago
I mean, indie games do exist that scratch that itch, so you do still have options
insomniac_lemon@kbin.social 11 months ago
Well I have a lot of problems with how people design games so I don't really buy stuff anymore, plus I haven't really seen a lot of stuff that focuses on vector (esp textureless). In other words it's pretty niche even for indie, and discoverability generally isn't great even on the best day.
I'd probably have more luck doing it myself, I've done a few things (meme made with Godot 3.X, 4.0 eye animation, not-yet-in-4.X test of someone elses' PR) but I'm not a dev and I don't have much energy or many ideas.
520@kbin.social 11 months ago
Ah. I think the problem there is that pure vectors can be much harder to work with. it's hard to make something that looks good with purely vector based approaches, especially as your scenes get more complex.
insomniac_lemon@kbin.social 11 months ago
I don't think that's it. For 3D the workflow is already there and vertex colors are powerful (though usually used for shaders or other effects like terrain-based sounds). Even going for Spyro's approach (esp. grayscale textures that disappear with LoD so it's just color) wouldn't be too bad as I imagine its music/voice is actually what takes up the most space (newer audio compression or MIDI-like music would reduce that), though a more minimal/stylized look could make it a lot easier. Certainly some things are more suited for it than others.
I could say a lot of technical reasons for or against this workflow, but I think the biggest is just that it's something that people don't think about or would rather have photorealism or blocky pixels instead (or at least that's a large chunk of the market). Vertex lighting is cool but doesn't have much use over modern lighting (if it did, it'd be very niche) and developers often don't really care about optimization much, instead telling players 'upgrade your PC'.
(admittedly my experience with 2D vector seems less supported as far as editors and AA, though I'm not sure if Godot's clip children feature has an equivalent in 3D or if you'd just need to use meshes/rigging more cleverly... which is fair, I'm not aware of non-skeleton rigging tools in Godot's 2D either)