Not exact matches
It talks
about how the team was made up of a lot of people who hadn't made a 2D Mario
game before, how this
game started getting developed after NSMB U was in
development, and where some of the
ideas came from.
With this
development, the big
idea of a
game is no longer simply
about getting the «high score,» solving the puzzle or defeating the boss.
- because people from all around the world have been enjoying the
game since launch, the
game has won many awards - the
development team is pretty pleased to see so many people enjoying the
game - the Master Cycle Zero is something Aonuma has been thinking
about for a long time - the 4 Champions all have a pretty reliable «companion» in the Divine Beasts, but Link had nothing - this is how the
idea of the Master Cycle Zero came to be - the Master Cycle Zero is capable of jumping, climbing up rocky slopes, and more - it requires fuel, but you can use the same ingredients as regular cooking - even if you go at full speed, you can make some pretty sharp turns
«Konami Digital Entertainment, Inc. jumped at the opportunity to team up with Columbia Pictures and publish the Battle: Los Angeles video
game,» said Careen Yapp, Vice President of Acquisitions and Franchise
Development Konami Digital Entertainment, Inc. «We love the movie and it was a great experience working with Saber — there were some great
ideas about how to expand the story into a
game.
Regardless, just because we haven't heard a word of the
games development, doesn't mean we can't talk
about what new features and
ideas we'd like to see when it finally does release.
- the
game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking
about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of
game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an
idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the
development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an
idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories
about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care
about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first
game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific
about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
- Link doesn't have much of a character in this
game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this
game, and that was done on purpose - for Zelda
games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought
about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that
idea and convinced himself that it's okay to get lost - the first two years of
development the devs created a
game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
And loves the
idea of DoS2 but she doesn't really find it interesting to kickstart or to get excited
about games too early in the
development cycle.
While some people complain
about «feature creep» (the
idea that a
game can have too many features that may bog down the
development process), having a wide variety of gameplay also attracts a wider audience.
This is because the quality of in
game graphics depends on heavily on far the
game is into
development, whereas the concept art gives an
idea about what the team are going for aesthetically.
I have no
idea which
game started
development first, and I won't even bother entering into discussions
about it, because while those
games are very very very very similar, as well as the fact Inside did set a pretty high bar for this type of platforming experience, Black: The Fall still has some interesting concepts to hold up on its own.
We play a bunch of free - to - play
games and premium
games with F2P elements, and some of them have really good
ideas about how to generate extra revenue to sustain
development without depriving players of fun or making them feel cheated out of extra money.
Console
game development is all
about the expert marshalling of resources, getting more out of relatively modest hardware via the developer's complete control of the experience, so if user control of fill - rate isn't a particularly good
idea, what if the tech staff are put in charge instead?
We have a whole range of experiences here and
ideas to get you thinking
about all the possibilities, from a
game development standpoint and from a player perspective.
Jake Willey, the Managing Director at Blimbu Games, and a Designer and Programmer on Between Heartbeats agreed to take some time to sit down with us, talk
about the
development of this
idea, their goals with the
game, and the approach they're taking to secure funding.
Upon pledging, you will be granted a Forum Ribbon with access to our Official
Development Forums, and a place within the «Order of the Unseen,» where you can begin sharing your
ideas about all aspects of Shadow of the Eternals, helping create an experience that you — the
gamer — want to play.
This first
game was planned to be a simple
idea for a puzzle
game that would be easy to learn from, without having to worry
about some more advanced parts of
development.
San Francisco, California
About Blog GDC is the world's largest professional
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ideas and shape the future of the industry.