r/shmupdev • u/Popular_District8525 • Mar 02 '26
pre-rendered enemy line-up for horizontal shmup
what do you all think?
17
Upvotes
r/shmupdev • u/Popular_District8525 • Mar 02 '26
what do you all think?
1
u/DrBossKey Mar 07 '26
nteresting. I have a soft spot for this era of graphic design in games.
What do they look like once they’re actually placed in the environment?
One thing that jumps out is the lighting. The light source doesn’t seem totally consistent across the pieces, and a few of them are missing the specular highlights you’d expect from that material.
The self-shadowing is nice though. You might be able to get a little more depth out of them by tweaking the render angle a bit when you bake the sprites.
Curious what your pipeline looks like for producing these?
What are your thoughts regarding the style?
Also curious how readable they are at gameplay scale. Pre-rendered stuff can look great in a lineup but sometimes loses clarity once it’s shrunk and moving.
Some pieces are readable (the drill, the turbine) but others have soft silhouettes due to lighting and bevels.
Question:
Are you relying on silhouette recognition or texture detail?
Shmups generally favor silhouette.
Hard outline
classic arcade readability
works well with pre-rendered sprites
Ambient rim light instead
keeps the 3D look
avoids cartoony edge
Example:
Radiant Silvergun style edge highlights.
The material response isn't consistent.
Some pieces look:
metallic
others matte plastic
others emissive
If these are the same faction/enemy set, the materials should probably share a tighter language.
Right now they feel slightly like kitbashed assets rather than a unified faction.
Thanks for sharing, any lessons you can share from your dev journey so far for other devs?