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A jam submission

Project RoadView game page

DOS adventure game demo with pre-rendered backgrounds
Submitted by Aarni — 13 hours, 34 minutes before the deadline
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Project Road's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#14.6674.667
Overall#24.1674.167
Code#24.3334.333
Audio#23.8333.833
Gameplay#52.8332.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

Yet again, you've created something so gorgeous and mesmerising! Every aspect of interaction with this demo was just so pleasantly implemented and paced. Definitely left me longing for more, especially due to its distinctive elements.

Submitted(+1)

This is a really neat demo! Would absolutely love to play a whole game based off this concept.

The renders are super well done and atmospheric, and the layout really brings out the curiosity wanting to know more about the place and that exactly happened there.

I had trouble getting the sound to work until today. Doesn't seem to initialize the OPL at all on normal DOSBox. I was finally able to hear the music today when I tried it on DOSBox-X.

(+1)

Exploring the panoramic pictures is soooooo cool! :)

Really atmospheric music too.

Citizens demand to know what happened to that person's pet!

Submitted(+1)

Cool idea for an engine for a very atmospheric adventure game, I think I did all actions possible as this is a proof of concept and there wasn't more to do.

Submitted(+1)

The only issue I take with this demo is that it only makes me want more! Loved the graphics, the photography, the overall atmosphere. Background music is well implemented here too.

It does make me wonder which encoding was used for the images and how they were rendered to the display.

Developer(+1)

Thanks for the comment! About the images, they are indeed very big in memory, 1024x1024 pixels, so 1MB each. On disk they are compressed with lz4. That makes them less than half the size. There is a cache for loaded/decompressed images and least-recently-used ones are dropped when the memory is getting full.

The rendering is optimized by interpolating in blocks. UVs are calculated every 16x8 pixels. View ray direction to equirectangular UV using fixed-point atan2 (approximation with small cache) and acos (look-up-table).

HostSubmitted(+1)

Beautiful, massively atmospheric, eerie, moody, with stunning pre-rendered panoramas, and a truly early 90s soundscape. I’d love to see eventually some more flesh on the bones of this prototype. If a full game exactly in this style came out in 1994, it would be a classic. (of course it would take a month to render each screen of this in 1994, but still :)

Submitted(+1)

This has everything I would want in a point-and-click game except for more story and puzzles. I'd love to play a full game like this.

Submitted

This has everything I would want in a point-and-click game except for more story and puzzles. I'd love to play a full game like this.