tungsten on 25/10/2006 at 19:18
Quote Posted by C0rtexReaver
Doubtful. . . Bioshock's setting is an underwater city built in the 1940s.
Well, they "translate" most other parts (quite cleverly as it looks from here). It might be challenging to find an replacement that fits the topic.
Hollowtip on 26/10/2006 at 01:08
Quote Posted by ZylonBane
No. By that reasoning, any current 3D engine would really be "2.5D", because they all still support 2D sprites.
Sorry, kind of cut that short and didn't fully explain, will edit to correct.
descenterace on 26/10/2006 at 05:27
ZB: Yes, but modern engines also allow the use of 3D objects in a 3D world. We're looking at the maximum capability of the engine, not the minimum. 3D engines support arbitrary geometry for both world and actors. 2.5D engines support 2D actors (and occasional simple geometry; cubes and such, since there are shortcuts to render them) in a 3D world.
Hemebond on 26/10/2006 at 07:28
SS1 has a 3D engine.
Vigil on 26/10/2006 at 10:31
Quote Posted by descenterace
ZB: Yes, but modern engines
also allow the use of 3D objects in a 3D world. We're looking at the maximum capability of the engine, not the minimum. 3D engines support arbitrary geometry for both world and actors. 2.5D engines support 2D actors (and occasional simple geometry; cubes and such, since there are shortcuts to render them) in a 3D world.
Yes, but that's not a
defining characteristic of a 2.5D game, just something common to the era - and in any case, SS1 used many texturemapped 3D objects. ZB put his finger on it - the engine had 3D rendering, and 2.5D world structure. But this entire quibble really has nothing to do with the framing question of the thread.
I'm quite interested to hear actually that cyberspace was just the same engine with seethrough walls and with rotational constraints removed - as this means the topography of all the cyberspace levels can be represented completely on a 2D plane (which of course would be how they designed the levels). It certainly doesn't appear that way when you're twisting and turning through the tunnels, so it might aid navigation to realise those constraints are in place.
Hollowtip on 7/11/2006 at 23:18
While looking through some of the data I've converted from SS1, i found a list of all the items in the game (and some that didn't make it). I found a part that looks like software, though most of it i've never seen in the game, so here is what didn't make the deadline for SS1 C-Space:
Program Name (short program description)
-----------------------------------------
Datastorm (Assault Software)
Mine (Explosive Module)
DISC (Heavy Attack Program)
Scrambler (Software Grenade)
Virus (Some Cool Thing)
Old Fake ID
ICE Shield
Also, while having a quick browse through the list I came this other interesting game object: Sonic The Hedgehog (too bad this didn't make it, I want my own pet hedgehog!)
RocketMan on 8/11/2006 at 02:45
Any way to give these morsels new life? :D
Vigil on 8/11/2006 at 09:35
Actually that reminds me, how do you use the C-space FakeID that's in the game?
Ultraviolet on 8/11/2006 at 21:31
Somehow the title of this thread made me think of gothborgs.
Bomb Bloke on 8/11/2006 at 22:13
@Vigil: You select it off your software panel while in cyberspace. Or something like that, anyway...