Game jams are generally crucibles for game developers, demanding a lot over a short period of time, and Vova has learned
much about game development and dealing with the fraught nature of the game jams themselves, considering issue with mental exhaustion and limited time.
Not exact matches
Tekken X Street Fighter, the crossover fighting
game from Namco Bandai, is «still in
development,» and there are a number of reasons why the studio hasn't said
much about the
game, said producer...
In case you missed it, Metal Gear Solid V: The Phantom Pain is «A Hideo Kojima
Game», meaning he didn't care
about what was happening with Konami at the time of
development and added as
much references to him and his studio as possible.
For those of you who loved Puzzle Quest as
much as me, and can't stand the wait, I highly recommend GameSetWatch's post
about the
development of the
game, «Inside Puzzle Quest — The Postmortem.»
There's still a while to go before Dishonored releases and we've still got a lot to learn
about the
game, but it's reassuring to know that it will offer this
much depth at this early stage in
development.
Jon Blow has began to open up a little on his
development blog
about the
game, but it's still very
much shrouded in mystery.
Not too sure
about game director as I don't know
much about their role in the
game development process.
- 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
With just
about a month separating the upcoming beta from Battlefield 3's October 28th (October 25th US) launch one may question how
much the
development team plans to learn from the beta; perhaps testing the
game's efficiency isn't the main goal.
Released in 1994 as the first in its series, no one really knows
much about the
game's
development.
You're the director of a program granting degrees in
game development - if you think
games can't have that power I'd suggest you're in hot water ethically speaking:) But I don't think you have
much to worry
about.
In fact, with the release date now set, it turns out that the total
development time we have spent creating Aliens: Colonial Marines is
about the same length of time as we had spent creating the original Borderlands or the original Brothers in Arms - both
games that we had waited to announce until we were
much farther along in the
development process.
It's probably too early to see
much of that
game at E3, but watch for more information
about it as it gets further into to
development.
Nintendo's iconic Mario franchise is a testament to just how
much games have evolved over the past 4 decades and their potential to adapt to just
about any genre imaginable; the plumber stars in just
about everything, including side - scrolling platformers, turn - based RPGs, 3D adventures, sports competitions, fighting
games, and even a handful of learning and child -
development titles.
Apparently a Playstation 3 version of the
game is also in
development but not
much is known
about that yet.
Allowing fans to preorder a
game early enough in the process to actively fund
development changes so
much about the traditional way today's
games are made.
Much has been said
about the
development of the
game and the direction it's taking the franchise, but perhaps nothing is more currently relevant than the multiplayer beta that just started earlier this month.
We haven't heard
much about the upcoming Kinect
game Ryse, but now Crytek has confirmed that the hack «n» slash
game is still hitting
development -LSB-...]
If there has been a
game that has been in
development with as
much hype as it has had, I would be amazed to hear
about it.
During a chat last week with Kotaku
about his upcoming PlayStation 3
game, developer Fumito Ueda discussed two key, but uncertain,
developments regarding his
much - loved PlayStation 2 work.
My experience of those kind of firms is that they don't have
much of a strategy beyond «adding (profitable) turnover» — I use parentheses advisedly, because in some cases turnover seems to be all they care
about — and therefore practice
development is just a numbers
game.