"Have you seen a shark? Just turned 28 last month, long black hair?"
Just kidding but yeah I decided to spend my day off and the last couple evenings working on the materials for a future game. I actually intend the next game to be more of a cyberpunk or classy vibe, but Silent Hill is iconic so I decided to riff in this demo. Not much to see but you can walk around with WADS and quit with Esc. My main thing was troubleshooting my way into getting the game to have both the PSX style textures and also a sort of forced resolution where it stays cleanly 'Playstation' regardless of the resolution you run it at.
One thing I'll definitely have to troubleshoot for future version of this format is the skybox. I will probably need to write a function to swap both the color of the draw distance fog and the skybox on the fly together. It's not a biggie but it's something I was thinking about as I typed this.
I've included the textures I cobbled in case someone might have use of them.
In keeping with PSX look the textures were made by scaling photo chunks and, in some cases, bashing some together which isn't as impressive as it sounds when you're talking about 32x32 textures. There's some slight seaming but I've since realized that this is due to using a 3x3 trimsheet (apparently you should always work in evens) so that won't be an issue in the future. Still, it feels downright cool to me at least. The music track is called "04 Bus + ir1" by firb on freesound, it's creative commons so if you like it for your project take a look. https://freesound.org/people/firb/sounds/330677/
Anyhow, happy to have something to show so I can take my time on Juli's sprite, which in the the Wolf3d tradition, has to be a mutli-stage boss monster a la Mecha-ThatGuyI'mNotSureICanSayOnPatreon.