Blaze is a retro/minimalistic styled sci-fi first person flight/shooter action game. The game can be played almost single handedly with just mouse. It's about shooting a lot of alien things (in semi-randomized missions?). The alien things are trying capture all your base, and have already captured at least half of it. You have to defend the base and capture the alien controlled areas back. Or something like that...
This one got 16 color palette. The colors are from Syndicate (just thought to try how they look like).
With my skills at these GLSL shaders.. I can only get 16 colors to be used without (much) performance issues.
1920x1080 res, staring into a wall/corner...
All effects disabled: 260 fps
16 color shader: 160 fps
Rt lights: 90 fps
Rt lights + shader: 75 fps
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1920x1080 res, looking at 10 player models...
All effects disabled: 182 fps
16 color shader: 124 fps
Rt lights: 53 fps
Rt lights + shader: 47 fps
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Rt lights sure need a lot.. but I feel like this 16 color shader should work faster...
This would give a big boost to my maphack system - have to try it out sometime...once the full visible area is loaded (about 10000 q units right now) fps drops to around 15 - 25.
It still runs smooth on my hardware, but damn. You can of course cut the radius back, but it gets a little obvious with the forest and cliffs biomes in the distance.
The Posterize effect/stare into the wall made the fps drop to 250.
Looks like I could have more than 16 colors with the code I did without more impact on the fps. I don't know how many colors I could have, but the way it is now, is annoying to add lots of colors into it. So far I've tried with 32 colors. Maybe I try it up to 256 colors or until the fps drops too much.
Also I've been improving the weapon sound FX, functions and added some sprites for projectiles. Definitely better than the earlier particle trails/beams on everything...
Rockets are now guided with rotating/moving the view/player...
And some weapons are still a bit too similar...