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Post by hej on Jan 24, 2016 15:33:49 GMT -6
Recently, the Bloodstained folks put up a survey asking people to vote between shaders "1" and "3" for both the character and background. My suggestion; just let us choose which ones to use from the options screen. It seems like you guys have already put a lot of work into both, and they both look great. It would be a shame for either to go to waste.
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Post by crocodile on Jan 24, 2016 15:42:09 GMT -6
Shaders aren't just a function of flipping a switch but rather constructing a unifying look for the game via the careful manipulation of various visual variables. Backgrounds, characters, enemies, etc. all have to be designed with a particular shader in mind - if you switch back and forth between them, things that looked great in one shader might look awful in the other. Assets have to be adjusted or potentially even created twice over. It's a lot of extra work to appease a very small number of people (even if there are preferences I imagine only an insignificant number of people HATE either shader). I'm sure even after the final shader is chosen thaere might be some adjustments to perfect it but asking them to have two complete separate options for the final game is asking for something unreasonable.
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purifyweirdshard
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Post by purifyweirdshard on Jan 24, 2016 15:56:16 GMT -6
^ Yeah, that's basically what I was going to post. They're trying to nail down the shader choice now because that will dictate how the rest of the game will be designed. With a particular set of lighting rules in mind, you may or may not go certain directions with design choices or even entire areas. The shader pick could be seen as a starting point to how the game is fleshed out graphically, what does/does not look good under its context may not work well under the other.
So, I'd rather them take one and focus the design of the game around that. I don't think it's as simple as adding a filter on top of existing graphics, they're having to play around with lighting A LOT to get character 3 looking the way it does, for example. If 1 takes it and we somehow add an optional toggle for 3, they wouldn't have budgeted time/resources to have that shader behave properly in all in-game animations and environments, so it may appear sloppy, glitchy or otherwise unfinished. That's my take on it, anyways.
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BloodyTears92
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Post by BloodyTears92 on Jan 24, 2016 16:26:38 GMT -6
More ore less, asking for multiple shaders is like asking them to design the entire game more than once. Even with quadruple the budget such a task would be unfeasible and take far too much time. The game does need to eventually release, and in a time span people wont either forget about it or give up on it.
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Clear
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[TI0] お疲れ様でした、IGA!
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Post by Clear on Jan 24, 2016 17:02:32 GMT -6
It's worth reiterating that the shaders being discussed here are not just simple filters. From a technical POV, there may be a whole family/group of graphics-specific issues that may come up during development and validation that may be tied to how the chosen shader behaves. And this is just for one shader.
If we're talking about multiple shaders, then the number of possible issues graphics-wise will increase substantially and may result in a rather buggy game on release due to deadline limitations and what not. I truly believe that the character and enemy models that will be ultimately used in the game will not be simplistic enough to employ multiple shaders without major drawbacks as we say, compared to something like a Katamari game for example.
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Post by Goobsausage on Jan 24, 2016 17:23:46 GMT -6
Multiple shaders aren't going to work out for the reasons everyone already said. One of the things we'll all have to deal with on crowdfunded projects like Bloodstained is that we won't get everything we want, but by the time the game actually comes out, thins like this could end up being a non-issue.
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Astaroth
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Post by Astaroth on Jan 25, 2016 10:21:20 GMT -6
Yeah, most of the time when you see multiple visual options in a game like change blood color, grayscale mode, or even the sumi-e style characters in sf4, thats either a filter or a hue change, its not a full shader
Now they may figure out an easy way to give char 3 miriam a more textured look like 1 or char 1 miriam a cel shade look through filters while theyre working on the customization system, but applying it to the whole game would require making all the assets twice to account for lighting that the shader would be providing
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