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Il secondo episodio del diario di sviluppo di Naruto: Rise of a Ninja per Xbox 360.
In questa prima parte gli sviluppatori canadesi ci parlano del sistema di combattimento.
Trascrizione
00:00Massimo Guarini
00:00RISE OF A NINJA
00:06RISE OF A NINJA
00:12Hi, I'm Massimo Kobayashi
00:14and I'm bringing to you the second dev diary
00:16for Naruto Rise of the Ninja.
00:17This week we'll be talking to a game designer
00:20and an animator to tell you a little bit
00:22about how the fighting in our game works.
00:23Let's begin.
00:25Hello, my name is Massimo Guarini
00:27and I'm responsible for the game design
00:28of Naruto Rise of the Ninja.
00:30Hi, my name is Kai Noen.
00:31I'm the animation director for Naruto Rise of the Ninja.
00:38When we started working on Naruto Rise of the Ninja
00:41one of the most challenging aspects of our job
00:43was to recreate
00:45what is called a ninja fight
00:47between characters.
00:48The main goal is really to recreate
00:50the atmosphere that
00:52we can find in the anime
00:54with characters fighting with ninja skills.
00:57Therefore, in our fight loop
00:59Chakra will have also
01:00a huge importance.
01:02We really put a great effort
01:04in trying to recreate
01:05and to have really unique characters
01:07each of them with unique skills
01:09and reflecting as much as we could
01:11the animal license.
01:12In our fight loop we are forced to use
01:14Taijutsu and Tanji Zenkicks and normal moves
01:17in order to build up windows of opportunities
01:19as you know
01:21to have time to charge
01:22and to prepare for a massive ninja.
01:30In Naruto Rise of the Ninja
01:33we have
01:35over 6,000 animations
01:37clips
01:39within the fight versus itself.
01:41With all these animations
01:43we were able to
01:46create a lot of variety
01:48and when you see Naruto
01:49he's kind of clumsy
01:51and we want to show that
01:53in the animation.
01:54With Kakashi it's much different.
01:56His attacks would be a lot more angular
01:59and more direct.
02:01Same thing with Sasuke.
02:03He'd have relatively
02:05the same style as Kakashi.
02:08When you look at Gara
02:11he's a badass
02:12and he doesn't
02:13he doesn't have to try hard.
02:15And we really want to respect
02:17that character.
02:19In the game itself
02:20it's more heavy on special effects
02:23rather than punches and kicks.
02:25We really want to push the effects
02:27to the next level.
02:33Once you release the Jutsu
02:34that's the interesting part for me.
02:36we have a change of rhythm
02:37in the fight loop.
02:39Because we switch
02:40from a kind of
02:41normal situation
02:42where two players
02:43actually fight
02:44one versus one
02:45to a frantic challenge
02:47one versus one
02:49in a kind of
02:49Mario Party style
02:50minigame.
02:51As a ninja
02:52I want to be able
02:53to do my hand seal
02:54I want to be able
02:54to charge the chakra
02:55and then I want to be able
02:56to challenge my opponent
02:58into a minigame.
03:00And that's where
03:00the concept of
03:01playable minis
03:02came out.
03:03And we tried our best
03:05to portray it
03:07in the best possible way
03:08each innate ability
03:10of each character
03:11and of course
03:12some of the minigames
03:13will share mechanics
03:14and play mechanics
03:16in order to be also
03:16accessible to people
03:18which are not really
03:19familiar with the series.
03:20that you will find
03:22all the special
03:23characteristics of each
03:24character
03:25related to that
03:25and also
03:27with the help
03:28special effects
03:29animation
03:29we really managed to get
03:31something I think
03:32impressive.
03:34Hi guys!
03:35Thanks for watching
03:35and stay tuned
03:36for the next episode
03:37of Naruto Rise of Ninja
03:38Dev Diaries!
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