There are lots of styles that I don't enjoy, no matter how well done they are (e.g. Graphical style is something you can enjoy or - like you in this case - not.īut don't confuse your subjective taste with objective quality. There is no doubt Prodeus devs are going for the highest graphical quality they can achieve, most devs generally do. It is rather objective and has nothing, absolutely nothing, to do with the amount of pixels or vertices on display. Graphical quality is high if the art style is well-executed and consistent - "everything fits together". You also strongly confuse graphical style with graphical quality. Just like there are still black-and-white movies being made - a conscious decision of style for various reasons, not necessarily to look like "back then". Nowadays, a look like that is very often a conscious decision, and those kinds of decision generally lead to the best results. I'm very sure the devs of those days wanted to give the highest graphic quality they could achieve with the few technical resources they had.You are right about why the games looked that way back then, but you completely ignore the fact that now these looks are "rediscovered" not as a technical fact or limitation or excuse, but as a style of choice or - like in this case - something to experiment with to achieve interesting results (*). In those days, the games looked pixelated because of the technical limitations of that era (like low res images and 256 colours) and not because the developers wanted to do that. The level editor is built specifically for Prodeus and is designed for speed and ease of use.ĭespite originally promising a native Linux version, it was announced on Septemthat the game would instead merely be tailored for the Proton compatibility layer, citing issues with platform support from the Unity game engine.Quoting: Comandante ÑoñardoI am really tired of these "retro" look games. Anyone who owns the game on a PC will have the same tools used by the developers to make levels from scratch. Thus, Prodeus includes an integrated level editor from day one. The developers have stated that community engagement was considered a core principle of the game from the beginning. The launch trailer and later gameplay demos were created with a pre-alpha version of the game showcasing a typical level. Later, the two recruited Andrew Hulshult for the soundtrack and Josh "Dragonfly" O'Sullivan from the Doom modding community to work on level design. Around that time, Mojica reconnected with Voeller and decided to leave his job at Starbreeze Studios to join the project. By 2017, Voeller had decided to leave the industry to pursue an idea for a retro first-person shooter (that would become Prodeus).
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