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Gli sviluppatori di SSX spiegano i trick del nuovo capitolo.
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00:26Grazie a tutti
00:30Hey everybody, my name is Todd Batty, producer and creative director on SSX.
00:34Today we're going to be talking about gameplay, and we can't talk about gameplay without sort of talking about tricks
00:39and over-the-top environments and controls and the key components of level design.
00:44So in this video, we're going to take you through each one of those aspects of the game and try
00:48to give you a little bit of understanding on how we're doing things.
00:50We wanted to take sort of all of the old SSX levels, and rather than have anything defensed or gated
00:56or blocked, we wanted to basically turn every square inch of the level into a sort of three-dimensional physics
01:01playground.
01:02It's all really part of making awesome easy.
01:04You look so natural there.
01:08Dave, what are we looking at in this clip here?
01:10All right, so here we see a case where I'm coming off the mountain and I've got some angular momentum
01:15when I come off.
01:16And so I'm getting a situation where I want to preserve the angular momentum and have him roll as he
01:21comes off.
01:22So I've got some rolling, and then we want to make sure that I can do my grab and make
01:27sure that I can land nice and easy and stick my landing nice and tight there.
01:30Yeah, that's awesome and easy.
01:34So one of the things we thought we could do is actually just show you some of the tricks that
01:37we're working on.
01:38So I'm sitting at the desk of Percy Fuentes.
01:40Percy is working on some of the tricks that go in the game.
01:43Why don't you show us what you're doing, Percy?
01:45This one is a one-foot trick coming from a melon grab.
01:50So he takes off his back foot, spins it around, and back on.
01:55You know, a lot of people are asking, are uber tricks coming back?
01:58Are we still staying big and over the top?
01:59You can see we're well on our way in that same direction.
02:02Okay, so I'm over here at the desk of Pete Manel.
02:03Pete is our president and CEO of Animation.
02:07Lead animator, been with us since day one.
02:08Pete, what are you up to?
02:10I'm quite simply taking the awesome work that Percy and Dan have been doing and building them into our tool.
02:16And then from there, quite simply taking them straight into game and trying them out.
02:24Everything in gameplay starts with our brief.
02:26We want to sell iconic terrain.
02:28We want to make awesome easy.
02:30We need to provide memorable moments for the player.
02:32We need to turn the world into an opportunity space where you can go anywhere and ride everything.
02:36And obviously we want to eliminate frustration.
02:39So these levels and these worlds become the building blocks that in the next video,
02:43you're going to see Dave Taylor, our art director and the producer of Worlds,
02:48explain how we can take each one of these white box terrains that provide different types of gameplay experiences
02:53and build those into the different regions around the world,
02:56adding in all the thematic elements that would create the type of end experience that you would expect in an
03:01SSX level.
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