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Ten levels of brightness for lights in a game from a known developer was revolutionary back in the day, and here's an indie game with 2D sprites managing to fool me into thinking they're 3D models with the way light interacts with them. I cannot wait to see where you guys go with this.
There's a secondary sheet as well which has all the depth information, though it mostly just looks like grey shapes.
I really appreciate the fact that you took the time to share this, and I'm looking forward to seeing your future vehicle designs... And taking them to the streets to wreck stuff.
Wait... so that... gets guns!?
Nah, but there'll be dudes inside that do drive-bys with laser Tommyguns.
What people don't appreciate is just how trivial a 2D asset pipeline is compared to a 3D one. Although the source art is done in 3D, the amount of work to render the images and get them into the game is nothing compared to the asset pipeline required in a full 3D game. And that's just the tools side of things.
The actual content creation process is much quicker for us because the 3D models don't really need to be UV mapped or any other laborious texturing related process. If we need more detail, just add more polygons; there's no such thing as a polygon budget in our game. So long as we get images to feed into the game, that's all that matters.