Technical Director Takuhiro Dohta
Sticking Objects Together
Two themes of 荒野之息:
- A vast ansd seamless Hyrule (but not fun enough)
- Multiplacative Gameplay (so they come out with it)
- (It has been mentioned in GDC 2017: breaking conventions with the legend of zelda)
- Add game objects are connected by the same world rules
- all can interact on a rule basis eg falling boulders damage enemies
- design eah are based on these rules
Simply making the JM field fast DOESN’T necessarily make the game fun.
Two themes of 王国之泪
- Expand Hyrule
- Go upwards, downwards, even inside (I want to dig hole! -Producer)
- Enhance Multiplacative Gameplay
How to enhance? Combine existing objects Freely sticking objects together Ultrahand and fuse: even you don’t know what they are use for at first, you can still come up with new way to make them useful
sticking to things together produces something new.
so what will happend if physics + sound?
Lead Physics Programmer Takahiro Takayama
bring enhanced multiplicative gameplay to life
- an entirely physicd-driven world
- unique interactions occur without dedicated implementation
How 1?
Physics-driven: dynamic rigid body +constraints. object have mass and moment of inertia and be controlled by velocity and acceleration
non-physics-driven: kinematic righd body. focibly moving a rigid body at a velocity calculated from the animation. it can be easily implement, but it’s infinite mass and not influenced by physics-driven objects.
solution on non-physics-driven: physics-driven cogs
all calculation are physics-base so the problem are resolved.
they removed all the non-physics-driven object. eg. kinematic gate (it’s physics-driven gate now because if you put a physics object under a kinematic controlled gate, the physic calculation will fall apart)
Summary: Everything being physics-driven is necessary to make multiplicative game play a reality
How 2?
A world where anything can happen depending on player’s imagination A system that allows for unique interactions to occur without any dedicated implementation dedicated implementation: a dedicated program for each and every interaction
- instead of implement a vehince, implement a system that can build a vehince and provide these objects
- no dedicated “paddle boat” program
some components that trigger these interactions
- wheel
- chain: a series of capsule shaped rigid body, connected via ball socket constraints
- water: use the projected area of the direction of velocity to calculate the resistance. A easier way: simply apply velocity decay in all directions. But for raft and boat to have a more convincing field and movement to them, it’s needed to changes in velocity based on the contact surface.
- portable pod: there is no guarantee that the pod will be placed on a flat surface, meaning the dish could be spill out. The solution is to add telescopic legs to the pod
but in the end they decided to put a joint at the bottom of the pot for stability. Due to this joint, many players use it to build vehice.
there is a last but not lease puzzle piece:
Working together as a team
team effort:
- work with artist and designer to set up the physics parameters correctly. Sometimes automatic calculations not enough; automatic calculations result in being too heavy
- Art ⇔ physics
- game design ⇔ physics
- some point out the suspention to the wheel, making wheels slight move up and down. It gives a great improvement on game play.
Summary: working together with game designers and artists and the sound team who understanding the vision is essential in bringing this vast world to life
Lead Sound Engineer Junya Osada
All about sound design. Not relative to me, pass