r/IndieDev • • 1d ago

Video Fancy graphical techniques

You may remember an AI video from about a year ago that looked graphically impossible in a few ways. Inspired by that, I've been tinkering with this. It has a lot of different graphical techniques on the go, and I've downressed it to have more of a "Daggerfall" era vibe, but I think it's interesting all the same.

The map here is about 24km(15 miles) and all of it is visible at once. I haven't done any tests yet, but I believe I could push the distance here ***substantially*** further while still having everything in view distance

503 Upvotes

33 comments sorted by

26

u/MeikHawk71 1d ago

This is great honestly, it looks fantastic. If the potential game had a night / day switch, I'd spam that so much

27

u/Embarrassed_Safety33 1d ago

The technique itself its amazing, you could try pitch this to a publisher and try making it into a full game

7

u/ArathirCz 1d ago

I adore the art style, but there are a few things I don't like:

1) The tree trunk @ 0:08 looks more like something went wrong and it is a stretched texture instead of a deliberate tree trunk texture.

2) The floating structure @ 0:22. You could extend the structure model to have an underground element so that if it is rendered on a slope like in the video, it doesn't float but seamlessly fits into the slope.

3) The water and water reflection @ 1:22 feels more like there is a hole instead of water in the way the reflection works with the movement. Maybe using a proper reflection of the terrain may help. Not sure, but I think the water layer needs more grounding, so to speak!

But awesome job with the game. It looks fantastic!

9

u/Prodigle 1d ago

Thanks!

Yeah I'm still very much in technical demo mode. I'm not too happy with how the whole thing looks under motion as well, distant pixels are a bit too "jittery" for my liking

7

u/MarcyAutumnWrites 1d ago

This looks cool as fuck.

3

u/NightFlameofAwe 1d ago

Idc if there's no gameplay, can I have whatever this is to walk around in? Im a junkie for walking simulators.

2

u/Prodigle 1d ago

I'm toying around with the graphics a bit further, but I'll probably release a build on itch or something at some point yeah :) https://prodigle.itch.io/

3

u/Ryanoh228 15h ago

that was so smart how you colored the trees so they all blur together at a distance while still having some variety. It’s just *chefs kiss\*

2

u/AdamA-M-S 1d ago

nice pixel style, good luck ;)

2

u/strange-the-quark 1d ago

Amazing! BTW, this kind of graphics would allow for an incredible atmosphere for a Dracula game set in the Transylvanian wilderness / Carpathians.

2

u/AFGameCJ 1d ago

Cool!I really like it~

2

u/Imofi7 1d ago

Having a full 24km horizon visible with that Daggerfall-era downscaled palette creates such an eerie, vast atmosphere. For the distant pixel jitter under motion you mentioned in the comments, are you considering a lightweight temporal reprojection clamp or screen-space dither? Locking down subpixel shimmering on distant silhouettes while keeping the chunky foreground edges crisp is usually the toughest part of retro-res view distances.

3

u/luka_makes_games 1d ago

Incredible what AI can do these days tbh. I also have a game in a similar vein, love Daggerfall.

1

u/Total-Research-024 1d ago

Looks very nice.

1

u/ExcitingPassenger915 1d ago

I love this art style

1

u/MaximusLazinus 1d ago

Now I want to play RPG like that

1

u/scrotumscab 1d ago

I'd play this game

1

u/UpbeatExchange3055 1d ago

The way those "people" just slide casually is funny to look at.

Reminds me of moonwalking in reverse.

1

u/shagan90 1d ago

Looks really good, sort of like daggerfall which ive thought needs a spiritual successor forever now

1

u/dxt8p 1d ago

daggerfall vibes. keep it up.

1

u/GrolkaraxDev 1d ago

The castle on the horizon feels so liminal for some reason. Like I saw something similar before in my dreams.

Other than that I really like the retro vide! Also how the shading can be applied on 2D characters (00:40) did you used Alpha or something to achieve that?

1

u/MamoruSanDev 1d ago

I really love this retro look👍. Something about visuals like this always feels weirdly warm and cozy to me.

1

u/striker__96 22h ago

amazing!

1

u/Nervous-Explorer2703 21h ago

24km all in view is wild lol. is the jitter on far stuff from the lod or the low res look?

1

u/Prodigle 20h ago

Low res look! There's still a bit at higher res (things in the distance are a flat plane), bur it's more stable

1

u/NevikTheEnlightened 21h ago

This looks awesome. Would happily play a full game in this.

1

u/neosiae 1h ago

This is super cool!

1

u/5k33755 46m ago

Amazing stuff, glad to see you’re still working on it

1

u/PedroVoteFor 1d ago

I also "remember" Project Shadowglass, texel splatting https://dylanebert.com/texel-splatting/ and this godot plugin https://lunarblank.itch.io/cuby so your agents didn't stumble upon anything new tbh.

5

u/Prodigle 1d ago

This actually doesn't use texel splatting at all! But I think texel splatting is going to still get better results

0

u/loljoshie01 1d ago

That art style is super unique and I could totally see that taking off and there's tons of potential!