The video ends in a place where I suspect even further advances could still be made.
But yes, there's still the issue of oblique angles looking different that still remains open AFAIK.
As a retro game dev and pixel artist, this is a lot more more preferable than the constant shimmering of other recent techniques such as Texel Splatting (https://dylanebert.com/texel-splatting). Love how stable it is, reminds me of billboarding but is clearly 3D.
Edit: Ah, I didn't finish reading the blogpost - didn't realise splatting was based on yours. I actually like your variant a bit better, but perhaps that's just due to the choice of textures/models.
The Case of the Golden Idol
Chants of Sennaar
Her Story
IMMORTALITY
The Painscreek Killings
The Roottrees are Dead
Type Help
SHATTER:
https://imgur.com/gallery/shatter-1984-was-first-commerciall...
Robot Empire:
https://www.reddit.com/r/atarist/comments/xgs4rh/comicbook_c...
I am also a fan of puzzle/detective games, and this is an excellent one.
Truly a masterpiece in both visual and gameplay, but together... not so much. For a game where understanding every detail of the scenes is critical, it felt I was fighting the game engine. Many times I wished I could turn off the dithering effect and see the underlying models with more standard shading. At no point it felt unfair, they really did a good job making it functional, but it was a distraction.
Not enough of a distraction to stop me from completing and enjoying the game and art. But hadn't the art style been unique, I would have enjoyed it much less.
As a kid I imagined playing Cosmic Osmo on actual magical paper at my desk at school.
In the game it's pretty great.
Interesting read!
I picked up Blue Prince after - completely different game in most respects but hits some of the same satisfying puzzle-solving/deduction notes.
The Case of the Golden Idol
The Roottrees are Dead
The Seance at Blake Manor
Chants of Sennaar
For example, stability of dithering under rotation and or some type of shear translation. What about stability under scaling?
There's been some other methods that essentially create a dither texture on the surface itself but, to me at least, this has a different quality than the "screen space" dithering that Obra Dinn employs.
Does anyone have any ideas on how to make this idea more rigorous? Or is the set of assumption fundamentally contradictory?
I mean maybe it's just me, but that is literally the first thing I noticed and I appreciated it so much I instantly bought the game. I don't even play video games much!
I thought that constraint was the whole idea?