This may as well be a first playthrough, since I barely got anywhere into it, back in the day. One thing I’ve always remembered is how gorgeous the environments were (for ALL of Squares JRPGs of the era)
is herobrine behavior/lore not common knowledge anymore .... has the world really forgotten about the 2x2 tunnels .. trees with their leaves all gone ... the sand pyramids in the ocean ... the herobrine shrine that would apparently summon him ... the lost to time brocraft hoax livestream that further popularized herobrine as a concept (of which herobrine was just a painting from a texture pack, later removed to which the streamer would continue to act freaked out until the end) .. the original forum post from sometime in august 2010 that detailed encounters with a pseudo-player in the distance on a singleplayer world which included this screenshot
does anyone even care at all. about a herobrine so small
The Broadcast Bazaar is a black market hidden amongst an old studio and the surrounding industrial sector. It won't be explorable for quite a while, but it will feature prominently in the opening cutscene of the public demo.
There still a lot of details and NPCs that we need to add into the space, but things have been coming along quite smoothly this month, so I wanted to end the year on a bit of walk through.
hmm... im sure someones made a good guide out there somewhere, but i personally havent used any
but thats not a good answer, so another place to start is to use a real game as a ref! this is the sims 2 ds:
most of the detailed textures are only used for the player sims hair/face/clothing
you can see by the jagged edges of this sims vest that its still a little lower than the faces texture (this is probably because the body has more clothing variations than the face and they needed to save memory)
static parts of the environment have a higher res, because they can tile/repeat the textures. this game has a million variations on bed/chair textures, so they're notably lower res
this is a ripped texture of most(?) of the things used to make an area in the game (image credit) :
the desert background here is just a 2d image, relatively low res because the player will never be able to reach it
i guess this is just a long winded way of saying "things that arent that important or the player will generally be lower poly + less detailed" but i hope it helps a little