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Il sesto videodiario rilasciato da Frontier Developments per Elite: Dangerous è una sorta di "dietro le quinte" del video precedentemente rilasciato.
In questo filmato, dunque, David Braben illustra i retroscena della costruzione dello spettacolare video di combattimento con le grandi ammiraglie che era stato rilasciato in precedenza. Il gioco, attualmente in lavorazione presso il team di Braben, riporta in auge la storica serie di simulatori spaziali creata dal medesimo autore negli anni 80, presentandosi con un taglio più action e ovviamente una cosmesi completamente nuova.
Trascrizione
00:08Welcome to this Elite Dangerous Dev Diary. This one's going to be about the
00:12making of what we call the Damocles video. Now if you've not seen that video
00:16I suggest you go and watch it and then come back here because this will be
00:19there'll be no sound coming or anything coming from the video and it won't be
00:22the best way that it shows itself. Now what I'm going to do here is I'm going
00:27to talk through the video as it's playing and then go through it a second time
00:30talking about the content of each individual scene and why it was done
00:34that way. But what we're doing what I want to do first is just explain how this
00:39is done and why it's been done the way it has. Now all of this is rendered in our
00:44in-game engine live apart from a few spot effects that have been applied
00:49afterwards which I'll call out at the time. In fact following this there will
00:54be an art diary that will go into more detail of the individual artifacts and
01:00how they worked and we'll actually show some live footage to compare the rendered
01:06without the effects if you like. So this this scene has been very very useful to
01:13us. This is all rendered in-game but the ships are flying along predefined paths
01:17which has been very helpful because from an art perspective when you're doing
01:21particle effects you see the smoke on the ship and all the burn marks and all that
01:24sort of thing there. That to make sure that they're all in place and when you
01:29change them you can review them and look at them and get them and balance them
01:32just so. One of the problems with with doing art in a game like that you've got
01:35to find the location in the game try it and you might not quite get it in the same
01:38setup or you might get it against a different background so you're not
01:41comparing like with like and in that sense this has been really useful. And then the
01:46other thing is trying to you know because it's not just that it's also looking at
01:50the animations looking at the weight of things it's also the sound the principal
01:54reason to to do this in the first place was for the music because we it was
01:59fantastic the response we had from some very very good composers wanting to
02:03write for the game and so what we wanted is a way of judging it even though the
02:07music in the game is going to be done using you know reactive music using
02:12background things that all join together and also we will be talking Jim will be
02:17talking more about that in future but it allows us to judge like with like and
02:23that has been great and that's how in the end we've been able to choose
02:26Erasmus's wonderful music which was shown originally in this video.
02:33Okay so going back to the beginning now we can see it's just arriving in the
02:38system this the dashboard below is placeholder I've already seen it looking
02:43better in game so it's one of those things you see the ice effect on the
02:46cockpit there and also now you see here we see a lens flare effect now that was
02:50applied afterwards but we will there will be something similar in the game we
02:54now see flying in with into the group and if I just pause it there we can see
02:59this cruiser with the round thing it's actually it's a cruiser built by the
03:03imperial Guttemeyer shipyard but in the same way you might have F-15s F-16s run
03:11by other countries than than America the Empire will sell to you know to imperial
03:19leaning planets or systems their own big ship so this imperial cruiser isn't
03:24actually supposed to be an imperial cruiser it would be run by a another sort
03:30of minor power if you like and that's why it's being attacked by the federal
03:35ship that we that we've seen here the Damocles now the imperial ships are very
03:40much built for luxury and what we can see here as the ships sort of fly through
03:45through obviously not you're not something you're not intended to do
03:49through this circular section you will see that the whole circular section inside
03:52the outer toroid is rotating and that's because we think a lot of ships will
03:58spend a lot of time stocked and there will be no gravity you'll just float
04:02around now things like magnetic boots would make getting around very easy and
04:06they wouldn't be great big clunky things like you might see on the diver these will
04:10just look like normal shoes but they'll have fancy technology to make them stick
04:13to the surfaces but the the where luxury comes is where you've actually got
04:19gravity and that's why this thing is spinning it's using the centripetal force
04:22to actually give you the sensation of gravity as you move around I mean this ship is
04:26huge and that that round section is is is also huge and the point is even a low
04:33level of gravity is very comfortable you know water settles and all that thing I've
04:37mentioned that a little in a dev diary but this is where you actually see the
04:40the contrast with with the Empire where for the the senior people at least on this
04:46ship they get gravity for their sleeping quarters for where they eat and all
04:49that sort of thing whereas the federal ship is a lot more sort of Spartan a lot
04:56more just just practical warship essentially so moving on with the video we
05:04see these ships that have been called forward you see that the strafe marks
05:07there all of those particle effects you know you want to be able to see the
05:10results of battle in game and I think getting that right is one of the things
05:16this video has been very useful for look at the giant plasma cannon for example on
05:19that Imperial ship and we see here these little guys are Imperial fighters very
05:25very small very nimble ships but actually not with very many hit points we can
05:30also now see into the federal ship the central section and with design what we
05:36one of the design briefs we've had with this is trying to design the ships with
05:39their function in mind just as you've seen with the Imperial cruiser that you know
05:44luxury and essentially traveling embassies one of the roles they see it as
05:48being as being very important for them so they're very you know image is very
05:51important in that culture for the federal ship it's its utility that's
05:55important and the reason it's got this central corridor is this is where the
05:58ships come out of their hangars and it's to try and protect the hangars from
06:02outside so that the reason they face inward and the ships fly out you know
06:06they're already up to speed the pilots already in control when they become
06:09vulnerable to any other attacking ships and the presumption is okay that the
06:14power is down on this particular ship but that would be had very very heavily
06:18protected and potentially with things like shields around it so in fact looking
06:23at that in more detail you know one of the things that we are very conscious of is
06:27making sure that we we can sort of feel the weight just by looking at it in the
06:31way things are animated the way things move and so just taking a slight aside on
06:35that just looking at the way you know landing gear all of that sort of thing
06:39works you you see the weight the way something move the way a gun recoils that
06:43we see a little bit in the video that's something that we are paying a lot of
06:46attention to and you see in this sort of insert I think just gives a certain
06:50richness to the game that you'll see you'll see especially when you see up
06:52ships up close in hangars and such places so moving on what you see here is you
07:00see the sidewinders of the attacking ships these are all in game but actually
07:05there's a lot more to come that you're not seeing here things like the way the
07:08heat vents open and all that sort of thing some some particle effects trails and
07:13things like that that we've still to get right but you do see the richness of the
07:17that internal volume here and and some of the effects and the lighting effects
07:21we've got now they're that just that zoom in there was a focus effect there
07:25that was applied after the event that's not something that's come from in game
07:28but it's company something that's we've done to make this video sort of
07:32impactful and work similarly the the the heat flares there you wouldn't see heat
07:36flares in space because there is no air for it to go through but there are a lot
07:40of little things like that they're expectational things like you know
07:42whether you can see laser beams it feels really rubbish if you can't see them
07:46but actually in space there is unless you're firing through a dust cloud you
07:50wouldn't see a laser beam and then the final cliche here is when the
07:54Imperial cruiser gradually leans over almost as if it's sinking I don't think
07:58that sort of thing would happen but I think that's for effect to show you
08:01the battles being won if you like so thank you very much for watching this
08:06this video there'll be a lot more to come on this and more to come including
08:12later this year your gameplay and how how that works around these scenes so thank
08:16you very much for watching and speak to you again soon and thank you very much
08:20for supporting Elite Dangerous
08:21for supporting Elite Dangerous
08:22for supporting Elite Dangerous
08:38for supporting EliteErудь
08:38you
08:38yeah
08:41what you
08:42the
08:42the
08:42us
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