So very excited to finally get my hands on the SDK and the emulator.
An idea for a Myst-like where you'd explore a pre-rendered world has been stuck in my head recently. The crank could surely be put to good use for puzzesolving as well.
Made a prototype for it:
The scenes are rendered in Blender and then dithered, this is how it looks in Blender:
oh wow!! this is looking really cool. I love the concept and love myst-likes so much!! I think @matt has a point too in that you can try different dithering styles and experiment with the look. keep up the great work!! eek
The scene is really low contrast and hard to read at the moment yeah. A lot of good info in the links you posted, looks like I approached dithering very naively hehe.
Tried a couple of different methods, seems like breaking the image into 6 shades and using Atkinson's works better already.
I'll give edge detection from Lukas's article a try, maybe it makes the scene easier to read.
Also, great tip on the fading @Nic, will add that too
I'm still working on it, but progress is slow as summer finally arrived.
I've been wanting to make a vertical slice of sorts of the first area. It's not finished yet, but at least I can show some progress.
(the long pauses when picking up items are because there are sounds playing then, but they're very wip, and it seems the emulator doesn't support recording videos with sound out of the box)
The biggest difficulty is making the scenes readable, I know there are parts now which are completely disorienting. I need to fill in more objects so there are more points of reference. Maybe add a little compass as well.
Regarding readability: it is probably not possible, or at least very difficult, to dither a scene in one pass and maintain readability. If you want to continue with that technique, you'll need to find a set of hues (not colours, per-se) that dither well together.
Alternatively, you could do what I did with my Daily Driver renders: use the RGBA channels to split the image into four components which can all be dithered/processed individually to provide contrast or draw the players eye to objects.
Example:
red, dither using Atkinson
blue, dither using Burkes
green, replace with 50% grey checkerboard pattern
alpha, replace with galaxy background image using stencil/mask
Great stuff @matt , makes sense! Seems to be like screen-space textures in a sense. I was looking for a way to at least make the interactible objects stand out, I'll see if I can give this a shot.
From the animated gifs things look a bit choppy, but I do like the dithering you're doing. Have you thought about having pre-rendered animations when traveling from point A to point B? I know some point and click games did this.
This is looking realy cool, looking forward to seeing whee it goes, i was wana try some blender renderd stuff on playdate too. good to know it looks good keep it up