![]() Dubbed “mind flayers”, these monsters have kidnapped the residents of Baldur’s Gate. Once again the city of Baldur’s Gate is under attack, this time by the mysterious and malevolent mind-controlling Illithid. While not a direct sequel, Baldur’s Gate 3 takes place roughly 100 years after the events of Shadows of Amn, directly following the events of the Descent into Avernus. Heroes like Jaheira, Imoen, Aerie, Minsc (and his pet hamster Boo), Cernd, Korgan, Mazzy, and more came together to save the world. The titular city serves as the backdrop for intrigue, political infighting, and even a fight with a literal god. For a short refresher on the second title, a man named Jon Irenicus (and easily one of the best antagonists in CRPG history) drives the player to hell and back (rather literally) to foil his grand bid to gain immortality. If you’ve not played Baldur’s Gate or Baldur’s Gate II: Shadows of Amn, rest assured it isn’t necessary to enjoy this third installment. Welcome to our review of Baldur’s Gate 3. Brought to life by RPG masters Larian Studios after a lengthy 3 year stint in Early Access, we are happy to once again return to the Forgotten Realms. It’s been just over 20 years since the last installment in the Baldur’s Gate series, and impossibly, that ends today. It has served as inspiration for countless RPGs, movies, video games, and has seen a major resurgence as of late thanks to the likes of Stranger Things and, oddly enough, COVID. The video compression makes the dither look a bit odd here (best to watch in fullscreen).It’s impossible to overstate the importance of Dungeons & Dragons to the gaming world. Each camera could have a totally different behavior as well thanks to Cinemachine. Here is a little video of my project in which I am just moving through 4 different "Trigger Boxes" to change Cameras on the fly. Shader: Retro Fantasy (Lit and Unlit Versions) using Unity's Shadergraph featuring, Affine Texture Warping, Vertex Jitter, Dither, etcĬontroller: Tank Style Controller (similar to Silent Hill, Resident Evil)Ĭamera Logic: Utilizing Cinemachine and Triggers for various camera styles and behavior. Texture Compression: RGB 24Bit - Index Colors (256) or "Automatic" Textures: Anywhere from 128x128 to 256x256 (Environment) and 512x512 (Characters) So currently I am doing it all and I'm quite enjoying it!įinal Output: 800x450 Resolution via Render Texture (upscaled to 1920x1080) I guess ultimately I am going for my own "Retro" look here and I'm just having a great time venturing yet again into C# as well as extending my Shader (Shadergraph) knowledge and knowledge in other areas as I have yet to create an actual character for the main player and rig/animate as well. ![]() It's actually not all that easy to work backwards and make things look "retro". ![]() I am setting my own limitations and rules on this project as there is of course no real hardware limitation today. ![]() Again, this would have not been possible without the help from Ben Cloward who is not only super knowledgeable but also more than kind and generous! Nobody has attempted to do these things purely with Shadergraph yet. I am extremely proud of the Shader which features things such as Affine Texture Warping, Vertex Jitter, Dither and others. Games such as Silent Hill as well as Resident Evil or other Horror games are a big inspiration for this little project. In my recent spare time I've been working on a little project which I currently just call the "Unity Retro Fantasy Console" in which I try to emulate or inject a feeling of past video game era's inspired by consoles such as PS1/PS2/N64/SNES and the likes. ![]()
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