Project Shadowglass

(shadowglassgame.com)

112 points | by layer8 13 hours ago

18 comments

  • quacked 11 hours 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.

    • ArtRichards 3 hours 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

    • Fraterkes 5 hours 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.

    • Tiberium 9 hours 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 9 hours ago
      What makes you believe that? The video the author put out doesn’t mention that.

      Cool gif nevertheless.

    • zdrummond 10 hours 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 9 hours ago
        The concept (the X link) is AI-generated with Midjourney, the game isn't.
    • karlgkk 10 hours 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
  • lynndotpy 11 hours 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 11 hours ago
      That mipmaps thing is an interesting idea!
      • lynndotpy 10 hours 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.

  • Rooster61 1 hour 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.

  • rappatic 13 hours 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 12 hours 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

    • Kiro 8 hours 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.
    • zdc1 10 hours 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.
    • Aeolun 11 hours 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 6 hours ago
      I’m still waiting for Eitr.
      • jamilton 3 hours ago
        I’m sure miegakure is going to come out any day now.
  • uvaursi 12 hours ago
    I appreciate the work but as someone who grew up playing these games and quake and blood and all those novalogic titles, it was never about the graphics. They were just fun.

    In a sense the pastiche nostalgia reminds me of the 80s retro boom. It is way over the top to the degree that nothing back then looked or sounded like that. It was more low key and subdued.

    • tclancy 12 hours ago
      As a child of the 80s, I see it as an homage to King’s Quest and games like that (with a touch of Defender of the Crown), but I suppose the beauty of an alpha release ad is it’s simply a Rorschach blot for us to project whatever we want to see on it.
    • allenu 10 hours ago
      I wouldn't go so far as to say it was "never" about the graphics. There was definitely a sense of wonder when I first saw Wolfenstein 3D, then Doom, and later Quake. It was the graphics that got you first and made you think, "Oh wow, I can wander around this world?!" Thankfully, they were fun games as well.

      I think what's getting people interested in this project is the sense of wonder they get from the visuals. Who knows if they can deliver, but there's something about how this looks that gives me a sense of wonder.

  • jsmailes 5 hours 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.
  • fishbacon 5 hours 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/

  • jdlyga 1 hour ago
    This is everything we imagined point and click games to be as kids.
  • davedx 3 hours ago
    "3D pixel art" = a 3D engine running in a lower resolution? It looks like 320x200
    • mfro 1 hour 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 36 minutes ago
        Downscaled 3D doesn’t create such a stable pixel structure across movements.
        • mfro 10 minutes ago
          Depends on the technique used. Temporal methods don’t look this way but standard downscaling can.
  • LarsDu88 12 hours 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")
  • 2muchcoffeeman 11 hours ago
    What’s the difference between this and voxels?
    • keyle 10 hours ago
      The difference is, this is "normal" geometry, with fixed 64x64 textures (or similar) mapped with hard edges (nearest-neighbour filtering, no bilinear/trilinear/blur).

      Voxels is quite different: the world is made of cubes of 1 size or various size cubes (any texturing method can apply here, or without, some even use gradient shaders on the cubes).

      So you get that pixel art vibe, mapped into the 3D world with smooth movements. The 3D window isn't made of stairs.

      In this case, this is done "properly". Because some developers just use normal geometry, normal texturing with bilinear filtering, and slap a post processing shader on the camera view, which makes the view "blocky" without the world actually being blocky - which is cheap, and typically looks cheap.

  • asadm 11 hours ago
    this seems to be inspired by the extremely viral ai-generated video:

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

  • Havoc 6 hours ago
    Love the name. They should keep it
  • poopiokaka 12 hours ago
    [dead]
  • rckt 5 hours ago
    > Wishlist and follow dev updates

    How about no? Damn, this has been going on for a while now. I have around 5 titles in my wishlist that are dead by now.

  • fallat 12 hours ago
    "Early alpha trailer"

    For that reason, I'm out.

    • khazhoux 7 hours ago
      What separates being out from being in? None of us can play the game yet.
  • the-kenny 4 hours ago
    Why would I want to play a game where the poor get poorer and the rich get richer, trying to get a bit less poor myself? I already do that in the real world.