SpriteModels, or why I don’t make 3D games

I make a lot of 2D games, both because I prefer the aesthetic and find them simpler than 3D, but also because I’m completely incapable of using 3D modeling programs. Thus, for an ongoing 3D work-in-progress, I developed the SpriteModel.

There’s a glut of sprites for a program called “RPG Maker” available online, most of which follow a graphical format similar to the following, which I believe was ripped from a Final Fantasy game:

which can then be un-cleverly rendered like this:

if you draw them as textured quads that face either with or perpendicular to a rotation angle based on the angle between the quad and the camera.

It’s similar to the rendering technique used for enemies in early 3D games like Wolfenstein, Doom, and Dark Forces, but looks deliberately more like a sprite rendered in 3D.

I might be working on a game about mining…

5 Comments to SpriteModels, or why I don’t make 3D games

  1. CS's Gravatar CS
    February 11, 2009 at 12:44 pm | Permalink

    If you make a game about mining, I hope it involves programing a robot to go and mine for you… or something similar. Or by the looks of it, maybe you convince your red pickax bearing friend to mine for you… following your very explicit set of instructions of course.

  2. payjack's Gravatar payjack
    February 11, 2009 at 1:33 pm | Permalink

    You might be already aware of it, but I’d like to remind you that rendering Stuff off Screen is superflous, saving the Engine a bunch of Calculations if left out (“Screen” should be defined as Viewangle

  3. Jmart's Gravatar Jmart
    February 12, 2009 at 1:00 pm | Permalink

    Jedi Knight: Dark Forces III: The Ancient Sith Mines

  4. Jonas's Gravatar Jonas
    February 13, 2009 at 8:02 am | Permalink
  5. Mariel D's Gravatar Mariel D
    February 16, 2009 at 6:48 pm | Permalink

    It will have something to do with the infinifranchise, looking at the tags