ptoing wrote:louisg wrote:...but there's everything wrong with a game which derives so much from current-generation Japanese games and then has an author who dumps on them, behaving in such a rude way to a poor guy who saved up to travel to GDC...
Still nothing wrong with the game. It's just the creator you can have a problem with in this case. Hate the artist, not the art.
I do mostly agree with that sentiment. I like Guns n' Roses as a band quite a lot, but seriously disagree with Axl's offensive behavior (and, on occasion, his lyrics).
But also, I need to say I'm not a huge believer in auteur theory. When I follow movie directors, it seems like the group of people they surround themselves with is at least as important as the director him/herself. Sure, every now and then you get a genius, but for every actual genius are a bunch of people who are merely very lucky.
And I actually don't have much of a problem Fez's creative group as a whole-- Rich seems like a cool guy (and, speaking of atmosphere, was a HUGE contributor to Fez's overall feel), and I have no particular beef with the coder, aside from the game running a bit jittery. I also do think that artists can change the meaning or intent of a product with their behavior, or at least call attention to its shortcomings. Yes, the art stays the same, but the overall picture is clearer.
This is waaaaaay off topic, but let's take something like Passion of the Christ. There were a lot of claims made that the movie was antisemitic. I haven't seen the movie, but my impression was that it was somewhat arguable. Now, after Mel's crazed rants, what does it look like? Does it look the same? This is an extreme case, but I chose it to make a point about art and artists not being completely separate.
It is not really voxels at all. They call it triles and it basically is 3D blocks which look like voxels, and the engine figures out the best way in which it can cut up the final levels into the least amount of quads.
Right, I was going to mention that, but didn't. This is why my suggestions centered more around polygonal techniques and not around voxel/raycast techniques.