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Almost to the half way point of recording Outcast. For those of you who do not follow me on Twitter or are part of the Discord, I decided to throw the Girl Games video out as I couldn't make it very funny.   Decided to go ahead and do a game I've wanted to do for forever: Outcast 1.1.  I'll be taking a look at this one sort of seriously and kind of talk about some of the tech behind it in between the gags.  Pretty excited so far with it.

It's a very beautiful game for the time with massive open environments and buildings.  I spent a good hour walking around this city collecting materials / resources.

Character faces are definitely dated but they have a unique charm to them in my opinion.  Sort of strengthens the other-wordly vibes it's going for.

Resident Evil 4 laser sight aiming!  In 1999!  Wow!  (Can't aim up and down tho, really pointing out the downsides of most early 3d engines)

These two photos (above and below) really show the raycasting / voxel engine the game uses to display it's environments.  I really enjoy this mixed technique stuff from the late 90s.  The environments are raycasted and the character models are rendered with polygons.  A very unique look.

I've been reading the Co-Director of this project's blog posts about how they got the technology to work and have found it very interesting.  Will most likely source this in the video, but feel free to read it now if late 90s 3d engines interest you: http://francksauer.com/index.php/component/content/article/15-games/published-games/47-outcast-pc

Anyways, I'll have more updates on the recording / animating process soon!  Thanks for reading!

Comments

Anonymous

Im interested in seeing a more serious look at a game from you :)