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quacked · 5 months ago
I believe the concept for this project is an AI-generated pixel art GIF that went very viral on X a few months ago:

https://x.com/de5imulate/status/1947024682118488116

I am not sure this project is capturing the strangely compelling sense of scale shown in that GIF, but it's nice to see someone taking a shot at it.

Fraterkes · 5 months ago
Ironically, I think a large part of the sense of scale comes from it being a vertical video. Really helps with stacking all these layers of environment on top of each other. Anyway, Rückenfigur (https://en.wikipedia.org/wiki/R%C3%BCckenfigur) style concept art where there's a tiny figure in front of a huge layered environment has been common in games for decades, the difference is that with ai we can create """concepts""" that look nearly like a playable demo.

This game looks cool, but also the trailer just showing 3 static scenes from the same angle for a minute is a sure sign that this is very very early.

ArtRichards · 5 months ago
In a youtube demo, the author says he has been working on this idea for a while, and was motivated to deliver after the GIF. So, kinda? Thanks for the reference.

https://youtu.be/v9FMp5QgOvY?si=iKXJSNIuLiU5nOnj

Tiberium · 5 months ago
Two other replies to this comment seem to have missed the fact that the inspiration for the game is AI-generated, the game itself is not made with AI.
xixixao · 5 months ago
What makes you believe that? The video the author put out doesn’t mention that.

Cool gif nevertheless.

karlgkk · 5 months ago
I don’t think it’s ai because it correctly resolves both vertical and horizontal parallax with correct perspective lines applied to the scene - something ai still seems to struggle at greatly
zdrummond · 5 months ago
It does not appear to be AI, and is a passion project by a single developer.

https://www.youtube.com/watch?v=v9FMp5QgOvY

Tiberium · 5 months ago
The concept (the X link) is AI-generated with Midjourney, the game isn't.
lynndotpy · 5 months ago
Makes me think of the voxel displacement renderer ( https://blog.danielschroeder.me/blog/voxel-displacement-mode... ) from a year ago.

I had an idea a little back about using hand-drawn mipmaps (.5x, 1x, 2x, etc) scales for sprites, with some method for nearest neighbor, (e.g. with a 3x scale taking pixels from the 2x and the 4x scale). I imagined I wasn't the first to have that idea, but it was just a passing thought. I wonder if OP is doing anything like that?

Anyways, very neat.

MattRix · 5 months ago
That mipmaps thing is an interesting idea!
lynndotpy · 5 months ago
I'm sure I wasn't the first to think of it, and I think that's roughly what we're seeing here: https://www.youtube.com/watch?v=v9FMp5QgOvY&t=108s

If you go frame by frame, the texture becomes more detailed, about 8x as many pixels. It looks like a normal LOD switch as the camera gets close to the wall. It might be a texture without enough in-between scales.

rappatic · 5 months ago
This looks really cool and I will doubtless play, if it ever comes out. Unfortunately I get Hytale vibes from this website. I don't understand the point of announcing such a project, not least with such an elaborate landing page, so early in development.
vunderba · 5 months ago
Agreed. I tend not to announce or even share plans for impending projects until I have something nominally concrete.

Interestingly there was a paper from a few years back where they found that a participant's commitment was found to diminish in the long term if they prematurely shared their goals.

https://psycnet.apa.org/record/2009-06873-015

zdc1 · 5 months ago
Given the call to action is to wishlist the game or subscribe to their mailing list, I guess they could use the interest to validate their idea or even to try and get funding.
Kiro · 5 months ago
The standard marketing advice in game development is to announce your game and launch your Steam page as early as possible to start collecting wishlists. In fact, considering how much footage and gameplay they are showing off I would say they are announcing it too late. So I don't agree that it's too early in the development compared to other indie titles.
Aeolun · 5 months ago
It's to give yourself some form of accountability if you have a strong habit of never completing projects. When you've made a website for it, suddenly it feels like something that you need to work on.
deckar01 · 5 months ago
I’m still waiting for Eitr.
jamilton · 5 months ago
I’m sure miegakure is going to come out any day now.
Rooster61 · 5 months ago
This is super trippy. I saw the screenshots first and though "Huh, they really nailed that early point-and-click RPG vibe. Neat, but only mildly interesting". Then I clicked on the video and realized it's 3D. "Oh..."

The castle in the distance really gives me some sort of surreal feeling of fleshing out areas that didn't exist in the old games. Back then, the highly degraded road in the distance you understood to just sort of be skipped if you clicked on the castle, whereas with this, that little brown, poorly rendered strip is an actual place you will traverse and have come alive. Neat.

fishbacon · 5 months ago
Looks amazing.

A recent game, Eclipsium[0], was a short horror game with a similar esthetic. I really liked it for the simple gameplay and the short (less than 4 hours) completion time.

I wonder if it can carry a larger scale.

[0] https://store.steampowered.com/app/2419670/Eclipsium/

LarsDu88 · 5 months ago
I like the pixelated look, but that's probably nostalgia. Presumably this effect was achieved using a shader rather than an old school software renderer like old-school Quake and Half-Life (the last games I remember where you could switch between OpenGL and "software renderer")
jsmailes · 5 months ago
Fun art style and I'm sure there's some interesting tech behind the renderer/shader - to my eye it looks like the pixels don't shift much as the camera pans, which would naturally happen a fair bit if you're simply doing nearest-neighbour sampling. I'd like to see some gameplay though; so far it's just a tech demo, albeit a very pretty one.
davedx · 5 months ago
"3D pixel art" = a 3D engine running in a lower resolution? It looks like 320x200
Pet_Ant · 5 months ago
Yeah, it definitely seems like it is 3D. If it wasn't you'd expect a lot more pop-in and jumps when you cross a scaling threshold. It's a cool effect, but it's like a voxel pass on a 3D world AFAICT.
mfro · 5 months ago
Yeah, I don't think this is anything revolutionary. I was thinking they were actually doing something a-la DOOM's pseudo 3D, but no, this is definitely just downscaled 3D.
layer8 · 5 months ago
Downscaled 3D doesn’t create such a stable pixel structure across movements.