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Re: Viva Pinata's shaders and materials
[Re: Why_Do_I_Die]
#121761
04/10/07 20:32
04/10/07 20:32
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Quote:
Viva piņata is a piece of crap , why even worry about it's shaders , they only use shaders so that the game will be taken seriously , but you can achieve a similar looking pile of garbage withought them as well.
Oh, what a prudent comment.
First: Do better graphics! Attacking someone others artworks is easy. It is like those little dogs. They do so much noise.
Second: I would be happy and I mean really happy when I could get so fantastic shadows. Look at the tree and the self-shadowing at it! Amazing. I wonder why this "piece of crap" looks so good. And look at the shading, the lighting!
I also do not like this cartoon style but I never would call it crap.
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Re: Viva Pinata's shaders and materials
[Re: Machinery_Frank]
#121762
04/10/07 20:33
04/10/07 20:33
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Joined: Aug 2006
Posts: 652 Netherlands
bstudio
User
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User
Joined: Aug 2006
Posts: 652
Netherlands
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well, it's a quite good game. I actually like the style
BASIC programmers never die, they GOSUB and don't RETURN.
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Re: Viva Pinata's shaders and materials
[Re: bstudio]
#121763
04/11/07 02:00
04/11/07 02:00
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Joined: May 2005
Posts: 819 U.S.
Why_Do_I_Die
Warned
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Warned
Joined: May 2005
Posts: 819
U.S.
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It's a stupid game , that did poorly in sales , because no one wants to play it. Yes , I can see all the shaders and nice lighting and shadow system , but it's all wasted for such a cartoony looking game , why even bother going through the trouble of having all those shaders and nice lighting/shadow system in a game where you really wont notice them or care for them. Beautifull shadows are really appreciated in a game like silent hill or resident evil , or doom 3 , but no one will even pay attention to them in a game like viva piņata , same with normals mapping and HDR lighting and all that nice stuff , all appreciated in games like HL2 , Gears of War , and the like, but pretty much go unnoticed in a game as cartoony and weird as viva piņata. Now , to make my point clear , I'm not saying the dev team behind viva piņata shouldnt have used them , because they are more than likely a team thats backed by a good publisher and with ample funding , so implementing next gen things like shaders is almost a must for them , but for us , the indies , it would really be a waste of time to go thorugh all the trouble of implementing all those nice systems for a game that looks like that , you can achieve a very similar looking game with just slightly above average poly count on your models , and colorfull textures , which is why my reply read , "why even worry about it's shaders" , because if you are an indie with a small or no budget , why waste your time , it's not worth it unless your going for a gears of war type title , other than that i'd say forget about shaders , and concentrate on style and gameplay.
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Re: Viva Pinata's shaders and materials
[Re: PHeMoX]
#121767
04/11/07 06:26
04/11/07 06:26
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Joined: Nov 2003
Posts: 1,659 San Francisco
JetpackMonkey
OP
Serious User
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OP
Serious User
Joined: Nov 2003
Posts: 1,659
San Francisco
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I'd say this is an effective use of shaders to reinforce a unique visual design. Quote:
because if you are an indie with a small or no budget , why waste your time , it's not worth it unless your going for a gears of war type title , other than that i'd say forget about shaders
Why? It's not like it's a huge deal to add or use a shader in an indie game. I have been developing my indie project for 3 years without shaders, in a6 extra, creating what I hope is a unique visual style. For me to put a little post-processing bloom shader on top of it has been easy and opened up a new graphic design dimension. It is another paintbrush for the studio. New technology is not a substitute for design or creativity, but like anything, it is about the designer.
Some people make the same "why bother if you are an indie" comments about working in 3D instead of flash, too!
Quote:
that did poorly in sales , because no one wants to play it. Yes , I can see all the shaders and nice lighting and shadow system , but it's all wasted for such a cartoony looking game
I think poor sales would have more to do with their demographic base-- VP is a Nintendo style game, made for a mostly sports-action console. It's refreshing to see MS at least try to use their acquisition of Rare for something different. (Poor Rare!)
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Re: Viva Pinata's shaders and materials
[Re: JetpackMonkey]
#121768
04/11/07 07:13
04/11/07 07:13
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Quote:
Don't focus on shaders at all as long as the game style and gameplay are total crap. Those need to be good first, otherwise no shader in the world would do any good.
This is not a very smart statement at my mind.
You could even say: "Don't focus on textures" or "Don't focus on 3d, make it 2d".
And at the end I would even partially agree. Yes. Of course you have to create a good prototype that plays well, makes fun and addictive. After that you have to care for style, graphics and appearance. Textures, models and shaders are only parts of it.
But it is not very smart to say shaders are not for the Indies. You will simply loose against great projects like "Ankh" (made with Ogre and a lot of shaders).
Shaders are not a future technology. They are basic. A shader can help to render faster even faster than FFP in many cases. It helps the CPU because GPU can calculate besides it. It creates decent lighting and details.
They are standard and should belong to every toolbox and hey: Look at all the engines out there and you will realize that they already belong to every toolbox.
Get out of your caves!
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