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In questo video Tim Schafer ha condiviso le prime immagini di gioco di Psychonauts 2, sequel del platform uscito nel 2005.
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00:00Hello Psycho Backers, it's time for another update on the excellent sequel, Psychonauts 2.
00:04We've got a sneak peek at some new art tests to show you,
00:07and prototypes for Razz's motion and psi powers, and we'll get to that later in the video.
00:10But first, we've got some exciting news to share with you.
00:14As you know, Fig, the crowdfunding platform on which we launched our campaign,
00:17let people back Psychonauts 2, but also let them, for the first time ever,
00:21invest in stock for the game and share in its profits.
00:23Fig took reservations from many of you during the campaign,
00:26and we just received word that Fig has completed the approval process with the SEC.
00:30and been given the green light to collect the investment money so many of you
00:32graciously promised during our campaign.
00:35If you made a reservation through Fig back in January,
00:37you should have already received an email from them providing instructions on how to complete your investment.
00:41If you didn't see the email, or if you didn't back during the campaign but want to now,
00:44don't panic.
00:46Just go to the address listed below and follow the instructions.
00:49This investment round is still open, so it's not too late to join.
00:52Every dollar received goes to making a better Psychonauts 2,
00:55so please tell a friend and help spread the word.
00:57Thank you for taking part in this historic investment event,
01:00and on behalf of the entire team at Double Fine,
01:02thank you for giving us the chance to go back to this world that we love
01:05and make Psychonauts 2 a reality.
01:08We're having a blast here continuing the story of Raz and his friends and family and fellow Psychonauts,
01:12and we can't wait to share it with you.
01:13So let's take a look at what the team's been working on so far.
01:17Okay, we're here with Zach McClendon, who you met in our last update,
01:20and it was great, and you should watch it if you haven't watched it so far,
01:23but now we're doing a new update where Zach is going to show you a little bit of what we've
01:26been working on.
01:27And Zach and I have been working together on the design for the game.
01:30We've been talking a lot about the story and all the details of it
01:33and some ideas, a whole bunch of ideas between you and me
01:36and also with the team of possible brains for the game.
01:39Lots of brains.
01:39And we have lots and lots of brains.
01:42And that's been going really, really well.
01:44It's exciting twists and turns in the stories
01:45and feel really good about that part.
01:48And we've also been doing some stuff on screen,
01:50which I was hoping you could show everybody, Zach.
01:52All right, cool.
01:53So we talked about last time we started working with the Molasses Flood
01:56for early prototyping.
01:57Prototype some new gameplay and some new powers
02:00and then also start seeing what Psychonauts would look like
02:04on current generation hardware using Unreal 4.
02:07And the way that we decided to do that
02:09was by doing kind of a reimagining of the camp from the first game.
02:14So take something that had already kind of been art directed
02:16and figured out from a design perspective
02:17and rebuild it using modern technology
02:20and see how that might look.
02:21So that's what we're going to take a look at right now.
02:22We did this just as a test,
02:24so we aren't actually planning on using this for the game.
02:27We don't plan on going back to Whispering Rock right now.
02:30No, this is going to be ever seen by anyone except for right here.
02:32Yes.
02:32We built it to burn it.
02:34Yes.
02:34But we did learn a lot of stuff.
02:36But you can also see early version,
02:38this is Raz moving around.
02:40We've got his basic ground movement in.
02:42He's got a cool little walk and creep.
02:44We've got the double jump in.
02:46We've got the ball motion in there.
02:50And we've also got this beautiful, beautiful rendition
02:52of the kids' camp.
02:54Spoilers, the art test came out looking really pretty.
02:56It came out looking very, very nice.
02:57We're just starting to put together all of Raz's moves
03:00because he's got a million of them.
03:01They can do a million things.
03:02Yes.
03:03A million, million.
03:03It's a big, big move set.
03:04And one of the things that was important for me
03:05from the design was to get a lot of that basic stuff in
03:09before we started prototyping new things.
03:10You can go and prototype a lot of crazy new game play.
03:13But if you don't know how it fits into the game
03:15that you're already making a sequel to,
03:17it can be tough to judge whether or not it's the right thing.
03:19So it was important for me and for the team
03:21to get the basics working well.
03:23And we spent a lot of time making just the core,
03:24like, ground movement feel good,
03:26the jumping and the double jump.
03:27And to also get the metrics in so that we understand,
03:29like, how long is a jump?
03:30How long is a double jump?
03:31How far can you glide?
03:33So that when we do start building levels,
03:34we're building them correctly
03:35and don't have to rebuild them again and again.
03:37Ah, yeah, and we also have our sweet Raz model
03:40who's got some nice facial animation.
03:42He looks very determined in his run now.
03:44Wait, you should do the ball idle.
03:47I like it because it's both acrobatic and kind of zen.
03:49If I go up and show you the glide,
03:51which we may not actually keep this version,
03:52he's got this sort of fun...
03:53We might not keep any of this stuff.
03:55Yeah, yeah, yeah.
03:55He's got, like, this little balloon glide now
03:57and it's multiple.
03:59Maybe.
04:00I don't know.
04:02I like it.
04:02I like it.
04:03We'll see.
04:04And then also just the detail of the world.
04:06You can see this nice foliage that Molasses Flood did,
04:09all the little wildflowers
04:10and just the density of the world.
04:12And for a platformer,
04:13it's really important to be able to read the world
04:15and understand where you can go
04:16and where you can't go
04:17and where you can explore.
04:18And so starting to explore how we lay out levels
04:20so that you understand where the points of interest are
04:22and where you can go
04:23and where there might be secrets hidden,
04:25but also have the level of kind of, like,
04:26fine-grained, lush density
04:28that people expect from a current-gen game.
04:30Beautiful.
04:31Nice.
04:34That's pretty good.
04:35That's all right.
04:37Beautiful.
04:38I'm rating each one.
04:39Oh, okay.
04:39We did start with the assets from the original game
04:42and they've been sort of completely remade.
04:44They weren't, you know, like, painted over.
04:45They were actually remade from scratch.
04:47So there's still a few of the old ones.
04:48This outhouse is old.
04:49This tree stump is still old.
04:51And if you go over here,
04:53this is the old background assets.
04:57That's the old skybox?
04:58I mean, not skybox, but, like, far geometry.
05:00Yeah, it's the old far geometry.
05:01And you can see, if you go all the way over here,
05:02you can see the old low-poly version.
05:06Oh, man.
05:07You may not remember it,
05:07but this is what Psychonauts 1 actually looked like originally.
05:09I forgot about the bacon.
05:11The bacon around the ledge?
05:13I remember there was a door on that,
05:14but I guess I was wrong.
05:15Yeah, it doesn't look as good as you remember, actually.
05:18So it was a big change, big change from that to, you know, to this.
05:22Cool.
05:23All right, let's check out Action Land.
05:24All right.
05:25So the other thing we've been working on is,
05:27in addition to just getting all the core gameplay up and running,
05:31is new moves, new powers,
05:33and also the rest of the moves that aren't quite ready for prime time.
05:37So we can take a look at some of those in Action Land here.
05:40Like, we've got the trapeze that is not ready for prime time yet.
05:43I like how you grabbed it reverse style.
05:44Yeah, it's a special trick.
05:46So, like, this is in progress, as you can see.
05:48We've got, like, the ledges,
05:49and you can see this is kind of, like,
05:50the thing that we use to figure out how,
05:53what all the distances are and check to make sure that they're still working.
05:55So double to foot land,
05:57so a double jump to a foot landing should be 290 meters,
06:01whereas a double jump to a...
06:02290 meters?
06:03No, sorry. Unreal units.
06:04Fun units.
06:04Unreal units.
06:05Pulls are in.
06:06Monkey climbing.
06:10And he now does this at the top of the top.
06:11What? That's amazing.
06:13I haven't even seen that.
06:13That went in since last time I checked it out.
06:15Da-da-da-da!
06:16Whoosh.
06:17Yeah, he does that the hard way.
06:18And down the rail.
06:20Whoosh.
06:20Ba-do.
06:21Boink.
06:22Boing.
06:22Woo!
06:24How about tightrope?
06:25Can you show me tightrope?
06:26I'll show you tightrope right now.
06:27Yep, there we go.
06:31Go back and forth.
06:32You can drop down, swing around.
06:33Do the hand over hand.
06:34What?
06:34Oh, hand over hand.
06:36Yep, yep, yep.
06:37I like that.
06:38So we've got the old favorite, telekinesis.
06:41Which is totally new.
06:42Which is totally new.
06:43You now can move around while you're holding things.
06:45You can throw stuff.
06:46You can grab it again.
06:47All the rest of that.
06:48We have Psy Blasts.
06:51Early version of Psy Blasts.
06:52Like a Psy shotgun.
06:53Like a Psy shotgun.
06:54A sniper?
06:55No, something more cool and circusy.
06:57Like, uh...
06:58Oh, look at that.
06:59Psy knives.
06:59Yes.
07:01They could be knives or they could be pins.
07:03It could be chainsaws.
07:05Giving Raz the ability to clone himself.
07:07Not really clone himself, but send a psychic projection.
07:10It would be a psychic projection.
07:11Confuse people about where he is.
07:12Of Raz's personality.
07:14But it opens up a lot of cool gameplay possibilities
07:16with kind of solving puzzles.
07:18Sending one ahead of you.
07:19Using them for combat.
07:22Distracting enemies with them.
07:24We also have started doing some initial AI work
07:27and initial combat work.
07:28So we've got a basic sensor up and running.
07:30But we do have basic combat in...
07:32And his glasses fall off.
07:33Yes.
07:34Now you can TK his glasses and stab him in the eye.
07:37Like in Godfather 3.
07:39Psy Blast.
07:40We've got Raz's basic dodges and tumbles.
07:44So combat is probably earlier
07:45than a lot of other things right now.
07:47Just because the way that we're constructing the game,
07:51we're first going to come up
07:52with a whole bunch of cool new powers for Raz
07:53and then design the enemies
07:54about making interesting challenges
07:56for all of those powers.
07:57So we're waiting until the powers
07:58get a little further along
07:59before we do substantial work
08:01on the combat and AI.
08:02Which is why we've just got these jerks
08:03kind of running around like this right now.
08:05The other moves there.
08:07Oh, big group attack.
08:08Big group of Raz's.
08:09There we go.
08:12And then they roll on out of there.
08:13Woohoo!
08:14Let's get out of here!
08:15There we go.
08:16That's cool.
08:17That's awesome.
08:17Well, thank you, Zach.
08:18Thank you very much.
08:19You're making excellent progress.
08:21And we will have more excitement
08:23stuff to show soon.
08:24Yeah.
08:24There's a lot of stuff happening.
08:25That's cool.
08:25Thanks for watching, everybody.
08:26Thank you.
08:27We'll see you next time.
08:29Back to work.
08:30Hit it.
08:31OK.
08:32Ooh-oo-oo-oo-oo-oo-oo.
08:36.
08:46Grazie a tutti.
09:12Grazie a tutti.
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