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  • 11 ore fa
Ninja Theory ha pubblicato il sesto diario di sviluppo di Hellblade per parlare della camera di gioco, del sistema di controllo e del combattimento. Per ora si vede ancora molto poco del gioco finito, visto che la maggior parte degli asset sono ancora non definitivi, ma può essere interessante guardare il video per capire qualcosa di più di alcune scelte fatte per il gameplay.
Vi ricordiamo che Hellblade è in sviluppo per PlayStation 4. Ancora non è stata annunciata una possibile data d'uscita.
Trascrizione
00:07There are 3 main pillars on which we build our games.
00:10Controls, Camera and Character Actions.
00:12And these all define how the game will look, feel and play
00:15and are the first areas to prototype in Hellblade.
00:25Choosing a camera view was one of the first decisions to be made on Hellblade.
00:28We're making a third person action game but even so the type of camera can have a massive impact on
00:34the gameplay and the controls.
00:36In Heavenly Sword we had cameras on rails which were painstakingly mapped into the levels by designers
00:41and it is a system that won't really work for the more open world that we are building.
00:45In DMC we used a free roaming camera but it was still intelligent enough to behave well in most instances
00:51without player input.
00:52It took the coder the best part of two years to implement this system and it's a luxury we simply
00:57cannot afford for Hellblade.
00:59Our world in Hellblade is more open than in previous games and our team is small.
01:04So we can't afford to create a camera system that is heavily reliant on coders and designers.
01:09We need a camera that is cinematic, easy to implement and gives the player complete control.
01:15We settled on a third person over the shoulder camera and it's not something we've tried on other games
01:20but it's straightforward to implement from a code point of view.
01:23It's easy to set up from the design point of view and being so close to the character minimizes collision
01:29issues which is always a big problem.
01:31The control system is defined by the camera system and this viewpoint has a lot more in common with a
01:37third person shooter
01:38where you have the left stick for moving forward, backwards and strafing and right stick for turning.
01:45There actually are very few melee games that use this kind of control system and camera view but so far
01:53it seems to work well in Hellblade.
01:54For combat the view would need to frame both Senua and the enemy very clearly and to do this we
02:00would have a lock on button
02:01which when pressed would both pull out so that we can see Senua clearly and zoom in so that we
02:07can see the enemy nice and big on screen.
02:09And then once locked on you'd be able to strafe around the enemy very easily.
02:14With this working the next step was to try out different numbers of enemies and different sizes of enemies
02:19to see if the view could cope, to see how the controls would feel and to explore how lock on
02:24targeting would work in these instances.
02:27You may have noticed that our animations at this stage look very basic.
02:30In the prototyping phase we create bare bones placeholder animations that can be churned out and changed quickly as prototyping
02:38progresses.
02:39This allows us to iterate on gameplay to make it feel good before we focussing on making it look good.
02:45To find the right look for the combat animations we always do a thing called style tests on all of
02:50our games
02:51so it's no different for Hellblade.
02:53And in this style test I really wanted to capture the essence of Senua, that she should feel grounded,
02:59that there should be an anger that drives her attacks, that there's a wildness about her
03:02but also a sense of discipline that she's achieved through years of training.
03:06Happy with the results the next step is to cut this up into usable animations
03:10to get them into the game to make sure we're hitting all of the right notes in terms of control
03:15and responsiveness
03:16whilst at the same time maintaining the visual style.
03:18So while we're using Unreal Engine 4 out of the box for the most part
03:22combat is one area where the investment in iteration is required.
03:26Mel, one of our coders, is implementing our combat engine to do just that.
03:31The battle engine will allow us to visually create a combat system.
03:34It allows us to link together animations, reactions, pad inputs, data
03:38and all other things like visual and sound effects.
03:41The Hellblade combat system is likely to involve hundreds of animations, sound effects, visual effects
03:47and driving these are thousands of parameters that the designer will have to tweak over and over
03:52over the course of the project.
03:54So the ability to iterate rapidly and often is what will determine the quality, the precision
04:01and the responsiveness of Hellblade's combat.
04:04The system runs in real time so the combat system can be developed live while the game is running.
04:08It's a system that will eventually allow designers and animators to create and expand the combat system
04:13without any code involvement.
04:16At its core Hellblade will have a hardcore battle system, one that is entirely skill based
04:20and one that the big AAA studios tend to shy away from in the pursuit of mass appeal.
04:26Just like one on one fighting games the controls should be dead simple, lightning fast
04:30but there should be endless nuance in the way you play the game.
04:34On top of all of that there's still room left for something that we call special source.
04:39Something that sets the combat gameplay apart from anything else that exists.
04:43This is based on the themes that underpin the story in Senua's character.
04:46And we've already started to pre-vis the ideas for this, which we'll be sharing in future episodes.
04:54I will be sharing in two parties.
05:02See you soon!
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