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Rare ha pubblicato un nuovo filmato di Sea of Thieves nel quale il senior designer Andrew Peston e il senior software engineer Chris Marlow mostrano le missioni dove si dovranno risolvere degli enigmi. Il lancio del gioco è previsto all’inizio del 2018 su Xbox One e Windows 10.
Trascrizione
00:05Come sulle le due voglia di X Marks for Spot Maps?
00:05So, we started out with the X Marks for Spot Maps.
00:07That was the first quest type we had in the game.
00:10And then we were keen to start expanding on that
00:12with different quest types to go after.
00:14Which is where the riddle maps came from.
00:15Yeah, we had a few in the prototype.
00:17Some ideas and riddles were the next one that we really wanted to try.
00:21Yeah, so before we had any quests in the game,
00:23the first thing we tried out to do was
00:24basically create a hand-authored physical map.
00:28Yeah, there were no maps in the game at all,
00:29prima di tutto ciò che era in reale.
00:32Sì, me e Shelly just scritto un sacco di riddle steps
00:34per gli studenti per farlo,
00:36e poi ho messo questi prodotti in il mondo
00:38per usare i luoghi,
00:39per usare i luoghi,
00:39per usare i luoghi,
00:41per usare i luoghi,
00:42che poi avviene i luoghi,
00:44che poi avviene i luoghi,
00:44a un luoghi.
00:48Sono molto popolare,
00:50e tutti hanno piaciuto di giocare.
00:51Ci sono piaciuto di tutti i luoghi,
00:53e guarda,
00:53è la nore di l'eastra,
00:55di una nuova,
00:56o quello che aveva,
00:58se si avessero all'inizio all'inizio all'inizio all'inizio all'inizio all'inizio all'inizio
01:01avevano un piccolo treasure chest che avevano, che avevano alcune reale coins iniziali
01:06Oh, c'è un pound e un penne, c'è l'inizio!
01:11We were just testing out early ideas,
01:13I think what stuck out to me with the riddles so early
01:16was just the success of a good crew that could work together
01:18and orientate an island to try and find these landmarks in a bad crew.
01:22Some players would just split up,
01:24whereas other players would work together as a group to traverse the island
01:28to try and find these landmarks.
01:29And it was always fun, whether they worked together really well
01:31or they were hopeless, they always had fun doing it.
01:34Conceptually we had to think about a way of how we could
01:37kind of piece all these objectives together
01:39and then formulate them into a riddle and then give it to the player.
01:42Yeah, because X marks the spot really was kind of a simple case,
01:45you just looked at the island, you choose a spot to place it,
01:48you put an X, you give it to the player, it's nice and simple.
01:50To make it riddles is quite an interesting challenge.
01:54You need to have waypoints to navigate some kind of landmark
01:57which people will be able to find, mark them up on the island in some way
02:01to be able to say that these are all places on the island
02:02that could be interesting to be used as part of this puzzle that we're making.
02:06And then ways to choose them to make sure they link together okay
02:09and we can describe them.
02:11And then we had the really great idea of making it a bit more salty
02:15and making rhyming couplets and it transformed it from feeling
02:20a bit more like a shopping list of things to do.
02:22Yeah, it felt very functional at first and then everyone expects a riddle to rhyme.
02:25Like that's intrinsic to the quest but I think the really intelligent step
02:30with trying to get the rhyming couplets in was making them individual lines
02:33so they could rhyme within the objective itself and then the next line didn't have to rhyme
02:38with the one prior to it and that's what allowed us to kind of do that.
02:41It suddenly felt like a map from Goonies.
02:44Yeah, that kind of real proper piratey sort of map where it's supposed to be.
02:47Yeah, it's that expectation of a group of friends going on an adventure together.
02:51It really kind of brought that home for me.
02:53We didn't want all of the steps to be immediately available to the crew
02:57because they could just skip straight to the end.
02:59Yeah, they'd just go straight to the end.
03:00And then forgo all the challenge and just dig up the chest.
03:02So we looked at ways in which we could kind of conceal
03:05every step that wasn't unlocked for the players.
03:08But also give people an idea of how far through they are.
03:11When we first started out we had like a CIA redacted black bars over everything.
03:18It was literally just like a black felt-tip pen gone over the steps.
03:21But then we passed it to kind of the technical art team
03:23and they took a pass at it and came back with this awesome bleeding ink kind of effect.
03:28Like swirl and reappearing.
03:29What that results in is you have the kind of current step that you're on completely legible
03:34and then everything else is kind of blurred.
03:36And then when the players do the correct thing we then unveil the kind of next step
03:40and the ink kind of bleeds onto the page and reveals this the next step for the players.
03:45And pacing is quite an interesting thing in itself.
03:47We had to put a whole mechanic in for allowing you to help the player to take paces.
03:51Yeah, and when we were first prototyping that we just had the player kind of full stick
03:56in a direction and then listen for the audio alone.
03:59Now the player kind of holds the right trigger to like raise the compass up and then they enter
04:03like a pacing mode.
04:05We slowed the player's movement down so that it feels like they're pacing.
04:08We added a rumble in as well so that you can kind of feel on the control.
04:12You feel very distinct steps of one, two and you can count, you can see the bob,
04:15you can feel the crunch of the sand under your feet with every single step.
04:18And it just made it so much easier to be able to say this is 10 exact paces and it
04:23tightened the whole mechanic up.
04:24What's really cool about the riddle system at the moment is that it's actually out there,
04:28players are playing it and we're already getting fantastic feedback.
04:31Yeah, it was really well received at E3 as well.
04:33Yeah, massively well too.
04:34And that was only kind of like a small component of the riddles.
04:36Whereas now we're starting to build up all the kind of actions and stuff.
04:39We kind of have a set of items that the players have in their inventory
04:42and then we wanted to kind of use those items as part of the quests.
04:45In the kind of E3 trailer we show Curse Boar Shrine and then they have to kind of raise that
04:49lantern.
04:50And then as a result of raising the lantern that kind of impacts the world
04:53and changes the things that are at the landmark in front of them.
04:56So it felt like not only were the items kind of progressing the riddle,
05:00but it also felt like you were kind of impacting the world as a result of that as well.
05:04As we expand upon the set of items that we use, it might introduce players to use items that they
05:10otherwise, you know, if they were only concentrating on getting their sword and hacking people and spades and things,
05:15you go, well, actually, you know, here's the musical instrument.
05:17Maybe you've never even played the musical instrument before and it allows people to start
05:20seeing new mechanics of the game and as it expands and more items get pulled into the system.
05:26So now that we've got the system in place, we can start adding more islands into the game
05:30and dressing them with really kind of interesting landmarks for players to discover.
05:34As new items get introduced into the game, we can build those into the system
05:38and depending on what the items get introduced, we can have more reactions from the landmarks
05:42and just anything we can come up with really.
05:45Yes, we can keep adding more and more variety and that's just going to make the riddle quest even better
05:48for players.
06:13It's all right, I'll just wait here.
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