juntogawa
7 months ago
Made the game's 3D world smaller. Less areas but with more polish, quality > quantity
juntogawa
7 months ago
This is my own 3D engine, which I'm currently porting my upcoming game to. It's called "Brutus Force" / brutusforce and it doesn't even use matrix math. It's just trigonometry (you can - obviously - create 3D graphics with only easy-to-understand trigonometry, but no one talks about it!)
juntogawa
7 months ago
That's also why real quality survives all trends, because it can't be replaced by anything new, because nothing else can be like it.
juntogawa
7 months ago
Compared to This Is (NOT!) A Car Club, I want to improve quality instead of quantity. Have an interesting variation in the graphics instead of just _many things_. So I'm designing shaders to be able to use multiple images for house textures and character/object sprites without slowing down the GPU.
juntogawa
7 months ago
Technical things like this are advanced but very solvable. Making good tools is mostly about de-learning all the bad tools with too many options and buttons that put technology in the way when you try to focus on your art.
juntogawa
7 months ago
Actually getting good at art and graphics is the real work, there are no cool tricks for this except experience and time...
juntogawa
7 months ago
Changed my font file (TTF format) to be "installable" instead of "restricted", in order to work in IE11 (http://carnage-melon.tom7.org/embed/)
juntogawa
7 months ago
Made pixel art images bigger instead of using "image-rendering: pixelated;" (not very supported before 2020)
I try to focus on health instead of results. Mostly because it's a better thing to care about, but... *speaks in a lower tone* also because it allows me to reach better results (Don't tell anyone!)
I know of this contradiction, and I make use of it, but at the same time I don't allow myself to believe in it, because then it would stop working...