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“Return of the Obra Dinn” Development Log (tigsource.com)
51 points by mercer on June 11, 2016 | hide | past | favorite | 6 comments



I know it's in giant letters across the top, but because of "banner blindness" I missed the link to the preview build: https://forums.tigsource.com/index.php?topic=40832.msg123810... It's short but it gives you a good idea of the main mechanic and the aesthetic. Check out the settings menu to switch between multiple ways of rendering the 1-bit graphics.


It was interesting, I missed a few things but highly recommend it for the experience.


When a lurking mathematician, Brent Werness, invents a sweet new type of detail preserving dithering for Obra Dinn as a devlog comment.

https://forums.tigsource.com/index.php?topic=40832.msg121280...


Another interesting way of dithering would be http://johanneskopf.de/publications/blue_noise/ but that might take away from the sought aesthetics.


The game's author Lucas Pope compares the new dithering with blue noise here : https://forums.tigsource.com/index.php?topic=40832.msg121719...

Visually Werness algorithm is the best, and Pope concludes: "What Werness built is a hybrid between noise thresholding and progressive error diffusion... he's turned the algorithm inside out - instead of spreading one pixel's error to its neighbors, each pixel sucks up the error of its neighbors... this affects a diffusion of the errors. "


big fan. just love this style / mac user since 1986.




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