USA
Joined October 2009
Ghost of Yōtei: a new protagonist, a new story to unfold. Meet Atsu. #GhostOfYotei
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Before LA Noire there was Siren... Take a look at the facial animation in Siren 2 (PS2) which used video capture on the actor's face (watch the girl's face). In some ways, it's more convincing than anything polygonal since. youtube.com/clip/UgzPAbmmcyD…
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Sure there's some uncanniness (which isn't too bad in a horror game), but what I can only call the microexpressions in the video capture are incredibly expressive and convincing. It really tricks me into thinking I'm watching a human.
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After the facial animation team from LA Noire blew up, it doesn't seem like there's been a lot of interest in revisiting the technology. But I wonder if integrating video is truly the way forward to get the best human performance possible in a polygonal environment.
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🚨 GET READY 🚨 The Wild at Heart is coming to a screen near you on May 20, 2021!! Available for PC, Xbox, and Game Pass! 🎊🎊🎉🎉 Xbox Pre-Order: bit.ly/the-wild-at-heart_Xbo… Steam Wishlist: bit.ly/the-wild-at-heart_Ste… #TheWildAtHeart #indiegame #indiedev #gamedev
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Time to build some kind of shelter before nightfall? #bevyengine #rustlang
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Day 4 of my #rustlang #bevyengine project with a day/night cycle now (sped up in this video), and some performance improvements, here's a wide view of the island!
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Day 3 making Animal Crossing in #bevyengine with #rustlang. Now with world generation, and picking up and dropping multiple things at once!
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Picking up multiple things works by holding the interaction button (spacebar) and only works for like objects. This is a design idea I've been kicking around for a while to make an "inventory-less" AC game. Digging and chopping trees is mapped to the Z key.
Added some more to my little #bevyengine prototype written in #rustlang. Here's some planting trees, chopping trees, and fences!
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It's been fun to "rectangle" out the game and kinda shows what you can do with simple shapes and tweening. I like animating in the prototype like this because you can more or less drop in textures later, and it helps flesh out timing in the game logic early to reduce refactoring.
Experimenting with the #Bevy game engine written in #rustlang. First task is always to make an Animal Crossing clone! @rust_gamedev
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I am enjoying the ECS implementation Bevy has. Building this was a lot of fun, and relatively simple (1 day of work). Think I might continue adding features to the game.
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There's something about the original Silent Hill games along with Jacobs Ladder that makes me crave more of that kind of experience... Which is odd. I've even been thinking about making my own Silent Hill inspired game... Which seems like it would be a miserable experience!
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I feel like Jacob's Ladder has some of the most beautiful and powerful scenes of any movie, but in it's own kind of cheesy 90's way, where sometimes you roll your eyes, but then it just hits you so hard. SH2 managed to do that too.