FrankenGraphics wrote:
The thing i like most is that they there's ambitions changing the player metasprite depending on light and environment. I don't know if these are mockups or actual implementations at this point
I can't tell what emulator's palette was used, so I'm pretty sure they're still mock-ups.
FrankenGraphics wrote:
Backlight vs shadow:
The second half of the mall chapter in
Haunted: Halloween '85, from the same developer, palette-swapped Donny when he was in front of a cinema screen. But the sprite changes here look more involved than "hide everything but the whites of the eyes", needing a separate sprite sheet for this scene. This would be more practical to animate if not all actions (therefore not all sprite sheets) are available while in a backlit zone.
FrankenGraphics wrote:
Ambient vs strong local:
This looks like a mix of clothes palette swapping and an overlay sprite for the muzzle flash. The
Haunted games so far have skin color changes for health and clothes for difficulty (or for having been slimed in the second one). The muzzle flash looks doable so long as it doesn't have a whole bunch of enemies on the same scanline. I get the impression that this will be a more atmospheric game, along the lines of
Metroid, as opposed to "we're tossing four zombies at you, sprite limit be damned" as in the
Haunted games.
FrankenGraphics wrote:
The KS text also mentions ambitions of scaling sprites based on z depth. I presume this would be prerendered.
The
Haunted games use CHR RAM. If the new one does as well,
real-time sprite shrinking is an option.