i think the biggest problem is in updating most of the level geometry, they still kept the original flatness which only worked then because it was designed to be that way, now you just have colliding different levels of subdivision on random parts of the level + unnecessary remakes of certain assets + leaving some completely vanilla, you can tell they also added certain geometry to combat the flatness problem but still left it out most other places. Its the most typical example of "LE HIRE THIS MAN" mentality and this could be much better with a single person commanding a team of people doing this, but its very clearly a discord anon effort were random people pitch in different parts, as you can also see by the random usage of what looks to be stock textures.
but this is all just my 3d autism speculation, it could be good, but its different people's visions colliding at once.
yes, a guy remaking assets from scratch but he has actual talent. I strongly doubt he'll be the guy to replace all the assets in the game but he's a very good lead to follow.
https://twitter.com/OcarinaRemake
All 3D archaic looks like ass. Don't tell me you think that renders made on Silicon Graphics machines like that metal Mario are acceptable by today's standard?
If the guys want to achieve the same style, good for them, but even in the case where they succeed the end result will be shit.
It's funny that in terms of pure gameplay/challenges, the most advanced thing Nintendo managed to put in the first star is some balls that Mario doesn't even need to jump since there is room for him to walk to the side. In this sense, 3D was a total step backwards.
But of course, 3D adds new things, such as the idea of a playground for kids to play in instead of a game based solely on challenges.
>thought for a solid minute that he had somehow fricked up the z buffer >but no, if you look closely the cameras is always slightly wobbling whenever mario is moving.
Was Mario 64's camera always like that? Or is he using some sort of third rate camera tracking mod?
any reason why they haven't updated the HUD assets? or is that on the to-do?
i thought the screenshots look cool but it looks shitty in motion
i think the biggest problem is in updating most of the level geometry, they still kept the original flatness which only worked then because it was designed to be that way, now you just have colliding different levels of subdivision on random parts of the level + unnecessary remakes of certain assets + leaving some completely vanilla, you can tell they also added certain geometry to combat the flatness problem but still left it out most other places. Its the most typical example of "LE HIRE THIS MAN" mentality and this could be much better with a single person commanding a team of people doing this, but its very clearly a discord anon effort were random people pitch in different parts, as you can also see by the random usage of what looks to be stock textures.
but this is all just my 3d autism speculation, it could be good, but its different people's visions colliding at once.
Is there an ocarina of time project trying to do a similar thing?
yes, a guy remaking assets from scratch but he has actual talent. I strongly doubt he'll be the guy to replace all the assets in the game but he's a very good lead to follow.
https://twitter.com/OcarinaRemake
Literally pic related
No, literally PIC related.
>they wanted to do picrel but forgot the normal map part and the fact that every one of these renders is edited in post too
whoops
they literally made it playable btw
holy fricking shit he actually gets it, nice.
>it still looks like ass
yeah keep working on it buddy. I'm sure its gonna turn out great.
All 3D archaic looks like ass. Don't tell me you think that renders made on Silicon Graphics machines like that metal Mario are acceptable by today's standard?
If the guys want to achieve the same style, good for them, but even in the case where they succeed the end result will be shit.
looks like shit
I love it
cool, something that looks almost identical but requires hundreds more times as much processing power
the future is fricking awesome
what the hell are you talking about?
Some of it looks nice but most of this looks shit
looks soulful
this looks absolutely awful
The duality of men
It has some issues with clashing assets because it isn't finished yet, but that King Bob-Omb is pure soul and you can't convince me otherwise.
I think they should keep the original aspect ratio
this would mean something if Super Mario 64 was still fun to play but its not.
It's funny that in terms of pure gameplay/challenges, the most advanced thing Nintendo managed to put in the first star is some balls that Mario doesn't even need to jump since there is room for him to walk to the side. In this sense, 3D was a total step backwards.
But of course, 3D adds new things, such as the idea of a playground for kids to play in instead of a game based solely on challenges.
>retro 3D indie game
>never goes for this aesthetic
Why don't more indie developers strive for this?
It definitely looks like those 90s CGI renders, which means it looks like ass. Good job at being faithful to that style though
>thought for a solid minute that he had somehow fricked up the z buffer
>but no, if you look closely the cameras is always slightly wobbling whenever mario is moving.
Was Mario 64's camera always like that? Or is he using some sort of third rate camera tracking mod?
Probably a camera mod since it's made with the PC port.