00:00www.mesmerism.info
00:08www.mesmerism.info
00:08www.mesmerism.info
00:08The experience we've had on previous racing games
00:10has really helped us bring the core racing
00:12to the next level.
00:14So the place where we started really was
00:15the handling of the vehicle.
00:18The handling was completely
00:20changed from one milestone to the next
00:22and suddenly where we were
00:24complaining, oh, I can't drift properly
00:26milestone later you're like, this is fantastic.
00:30The racing group
00:31on our team has been working on
00:34the handling, the
00:36physics. Our game is much more
00:38physical than some other kart racers
00:40so there's such a huge physics component
00:41in it. For example, the kart mass is
00:43300, so change that to
00:45400, enter that into the game
00:47and then instantly the game will update and the
00:49car will be different. I think we're definitely
00:51in the arcade racing kind of fold
00:54but don't be fooled, it's not necessarily just a
00:55kids game, it has the pick up and play
00:57but to get in there, there's lots of depth
00:59there, lots of fun. We take inspiration
01:01from a lot of more sim
01:03and then apply like slip and drag
01:05values, so when you go into slow
01:08it's gone to the point where
01:09you know, like someone makes one minute change
01:11to it, I'm like, oh, something's different. So
01:13actually having the game feel right is what's most important.
01:17We wanted this game to feel like kart racing
01:20evolved and so we needed that additional
01:22maturity and complexity in the gameplay
01:23itself, so we've added in some new moves
01:26like side swiping, wall riding
01:28and the drifting
01:29you're really able to with the steering
01:31and counter steering to really kind of pick your lines
01:34stay with those lines
01:35and almost go beyond what you'd actually think
01:37would be doable, which is pretty cool.
01:39It feels a lot more physical, the collisions
01:41are a bit more real and you actually get a lot
01:43more reward from your driving. Through
01:45playing the game, through drifting and drafting
01:47and doing stunts, you earn boost.
01:49So in our game, once you've got enough boost
01:51you can obviously boost, you can shield up
01:53you can side swipe opponents
01:55and this is just giving the player the tools that they
01:57need to play the game without weapons
02:00and obviously when you layer on the weapons
02:01it's a whole new experience, they just add
02:03another layer to our game. The thing that we always set out
02:05at the beginning was, make it fun to
02:07fire a weapon, but also make it fun to be
02:09to be hit by a weapon.
02:12Be it the animations and the reactions
02:14and also everything in between
02:15so being able to anticipate when you're about to be hit
02:18giving you the skills to deflect
02:19weapons with the shield.
02:22That's been a real challenge
02:24but it's also awesome
02:25it's what makes the game great fun.
02:29We tried to look at games with lots of weapons
02:32games with other styles of driving
02:33and then use all of those
02:35and amalgamate them into one nice little package.
02:40The weapons sound huge
02:42but they still have kind of a
02:44nice mix of a cartoony fun
02:45feel as well.
02:48There's a lot of advanced techniques you get
02:49from the physicality with the weapons.
02:51I've been able to throw weapons at the side and bounce them off
02:54and it's almost like pinball in some circumstances
02:56where you can fire weapons and ricochet
02:58them around the track and it's great fun to do.
03:01The weapon balancing is incredibly difficult.
03:03You need to work out
03:04how weapons are fired,
03:06when they're fired, the rate that they fire,
03:07stun times, invincibility times
03:10and tune in all that
03:11while remembering that the player
03:13can have control over all this stuff as well really
03:15by putting a number of item pods down
03:17or making the track small or long.
03:22If I'm testing a particular feature, a weapon,
03:24I'll load up like an easy track
03:26and then maybe a more complicated track
03:27to make sure it kind of holds up in both spaces.
03:30We'll set up like a 12-player online race
03:31and people will get weapons
03:33and we'll kind of set people in coordinated spots
03:35and make sure it's hitting where it's supposed to
03:37and you know, watching 12 screens
03:39the weapon flashes by, so that kind of stuff.
03:41Another top tip for creating
03:43is don't put weapon after weapon after weapon,
03:45you know, put a weapon, leave a little bit of space
03:47so you can actually use that weapon, put another weapon
03:49and then you kind of add that risk-reward
03:51you know, with our weapon system
03:52which allows you to upgrade.
03:54When you collect that first weapon,
03:56do I wait until the next row of weapon pods
03:58or do I actually use my weapon straight away?
04:00And that's the risk-reward
04:01that you get from the weapon system.
04:06Just on the strategy people use on
04:08how they use their boost and shields and weapons,
04:10yeah, it keeps it super exciting.
04:13Eventually when you start to see people playing
04:15and we start to do online races
04:16and people are laughing and enjoying themselves
04:18you know you have something right.
04:21It's a nice, good, fun arcade racer
04:24and it's got the weapons in it.
04:25Our weapons are compelling, they're enjoyable to use.
04:28They interact with the game world.
04:30I think honestly our big eureka moment came
04:32when we kind of realized, yeah, this game is fun
04:34and there's so many different ways to play it.
04:38So what we deliver, people are going to love.
04:40No!
04:50No!
04:51No!
04:51No!
04:52A-B has been.
04:52No!
04:57No!
04:59No!
05:00No!
05:02No!
05:06Come on!
05:07Grazie a tutti
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