Xenocider/Project Q

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Wrath of Khan
Sega RPG
Posts: 602

Re: Xenocider/Project Q

Post#331 » Sun Jun 18, 2017 1:34 pm

111 wrote:
hombreimaginario wrote:
111 wrote:all I can say is that achieving stable 30fps is really hard without significantly reducing graphics quality (mostly related to number of triangles per model), which is not an option for me. But we'll see.


So, we're going for fluid animation (or, doing our best anyway) and frankly quite a lot of enemies on screen sometimes, while at the same time keeping a fast action pace and achieving stable 60 fps and quick-responding controls. I'm sure, if graphics are "so bad" you feel they need "any reasonable explanation", there's probably one there, and there's definitely more constructive ways to express such opinion.

What do you think?

Best regards,
Carlos

First, the quote you posted here is related to KGL version of my game, which is canceled, because KGL is slow and buggy, I've already said enough about that. Why do you think I ended up writing my own engine?

Second, VQ compression is a gpu feature, it has nothing to do with transforms and lighting (which is done entirely on cpu), therefore has no impact on performance. Many (if not all) commercial titles used compressed PVR textures. KOS can handle those without problem, example code is also available.

Third, you can use triangle strips, direct render, and other tricks to get decent performance without reducing graphics quality. It's a typical stuff, nothing really advanced (compared to coding in SH-4 assembly), I'm not a programming expert, but even I managed to understand how to use those.


And yes, the game does not look good, and it is not just my opinion. It has no lighting (even vertex colors are missing from what I've seen), primitive geometry, horrible textures. It's hardly dreamcast worthy.

And you should really stop with that "it's not our fault, dreamcast is just too old and weak!" attitude, I know what I'm talking about. Just because your game is 3d does not mean it should not look decent.
However, if you really think your game is a commercial quality product, then good for you, no more questions (feel free to shitpost about my project, if that makes you feel better).

Honestly if you can offer constructive criticism and if you can genuinely do better graphics wise or can help. Then offer help and give suggestions to the project. Pointless complaining for nothing. Imo.

I guess it is an indy 3d game. No budget like shenmue here. Overall I think it will be fun and they can only do better next time.

111
Developer
Posts: 46

Re: Xenocider/Project Q

Post#332 » Sun Jun 18, 2017 1:56 pm

Wrath of Khan wrote:Honestly if you can offer constructive criticism and if you can genuinely do better graphics wise or can help. Then offer help and give suggestions to the project. Pointless complaining for nothing. Imo.

All I was getting at is that at least they can easily increase textures quality with a few lines of code without affecting overall performance. And you don't need a budget like Shenmue to do this ffs.

Whatever, no more "pointless complaining".

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hombreimaginario
Developer
Posts: 349
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Re: Xenocider/Project Q

Post#333 » Sun Jun 18, 2017 2:09 pm

Quite a long post this time: a report on our recent work weekend, a reminder about the last few shown stages, and a couple new reveals: Shinobi-like bonus stages! :)

Image

http://retrosumus.com/2017/06/xenocider ... -settings/

Only 7 copies of the Steelbook Edition left! :D




111 wrote:...


I don't know where or when I "shitposted" about your project. I made sure not to even really mention it actually.

The only thing I did was asking you to express your opinion (which you're entitled to and I totally respect) in a more constructive/polite way, if possible. If that bothers you so much, well, to each their own, as you said :)

Besides, I thought we had always made it clear that the visuals were still a work in progress.

I have no interest in arguing with you and wish you the best of luck with your project, good sir :)

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SpikeyGecko
noob
Posts: 4

Re: Xenocider/Project Q

Post#334 » Sun Jun 18, 2017 2:15 pm

This seems to be extremely promising. Looking forward to playing this once it is released!

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Wrath of Khan
Sega RPG
Posts: 602

Re: Xenocider/Project Q

Post#335 » Sun Jun 18, 2017 9:48 pm

111 wrote:
Wrath of Khan wrote:Honestly if you can offer constructive criticism and if you can genuinely do better graphics wise or can help. Then offer help and give suggestions to the project. Pointless complaining for nothing. Imo.

All I was getting at is that at least they can easily increase textures quality with a few lines of code without affecting overall performance. And you don't need a budget like Shenmue to do this ffs.

Whatever, no more "pointless complaining".

Okey dokey. Maybe they will improve the texture quality before release then. Time will tell. What project are you working on by the way?

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hombreimaginario
Developer
Posts: 349
Contact:

Re: Xenocider/Project Q

Post#336 » Tue Jun 20, 2017 6:08 am

Wrath of Khan wrote:
111 wrote:
Wrath of Khan wrote:Honestly if you can offer constructive criticism and if you can genuinely do better graphics wise or can help. Then offer help and give suggestions to the project. Pointless complaining for nothing. Imo.

All I was getting at is that at least they can easily increase textures quality with a few lines of code without affecting overall performance. And you don't need a budget like Shenmue to do this ffs.

Whatever, no more "pointless complaining".

Okey dokey. Maybe they will improve the texture quality before release then.


We will. We are. And that's what I would have answered, if the question had been asked in a different manner.

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hombreimaginario
Developer
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Contact:

Re: Xenocider/Project Q

Post#337 » Tue Jul 04, 2017 2:35 pm

As you know, PAL Edition has been sold out for some time. Last few copies of the Steelbook Edition available now:
http://retrosumus.com/product/xenocider ... k-edition/

So just as a reminder, as we've been receiving some inquiries about this, we won't be using cheap tin boxes containing a regular DVD case (or disc sleeves or anything like that), but proper quality Steelbook, double-disc cases like the ones in this pic we shared some months ago.

Image

Also, for those who didn't read our last update:

Although we could have kept the original (late June) release date, we’d rather polish and beta-test everything a thousand times and make sure it works flawlessly than rush the release just to meet the deadline. And that’s what we’re planning to do. We are now aiming for a Fall release.

http://retrosumus.com/2017/06/xenocider ... -settings/

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hombreimaginario
Developer
Posts: 349
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Re: Xenocider/Project Q

Post#338 » Tue Jul 25, 2017 5:06 am

After a great weekend at RetroEuskal where we presented out latest beta (full report coming to out blog), here you have a new audio teaser for the volcanic wolrd of Kvika: a dark, suffocating hell infested with magma beasts.
Can you guess what Juanjo's influences were when creating the music for this stage?




By the way, there are now only 4 copies of Xenocider Steelbook Edition left!
http://retrosumus.com/product/xenocider ... k-edition/

Find us on:
http://facebook.com/retrosumus
http://twitter.com/retrosumus
http://youtube.com/retrosumus
http://soundcloud.com/retrosumus

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krssn
Metallic
Posts: 838

Re: Xenocider/Project Q

Post#339 » Wed Jul 26, 2017 5:42 pm

hombreimaginario wrote:Can you guess what Juanjo's influences were when creating the music for this stage?

Castlevania?...

With a dash of Deus Ex / System Shock?... :P

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mazonemayu
Agent Provocateur
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Re: Xenocider/Project Q

Post#340 » Thu Jul 27, 2017 3:41 am

J.S. Bach Toccata and Fugue
We are SEGA generation.

Subscribe:

https://youtube.com/user/mazonemayu <———gameplay vids be here

Visit:

https://www.flickr.com/photos/150479343@N06/albums <—-collection piccies here

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