Myreader.co.uk  
uk news, chat and community
   home   |   control panel login   |   archive   |  
 
games
board
computer.counterstrike
computer.multiplayer
computer.quake
computer.quake2
computer.quake3
fantasy.football
misc
mornington-crescent
roleplay
trading...marketplace
trading-cards.misc
video.dreamcast
video.gameboy
video.gamecube
video.handheld
video.misc
video.playstation
video.playstation.forsale
video.xbox
  
 
date: 22 Mar 2006 23:51:40 -0800,    group: uk.games.video.gamecube        back       
Zelda TP's WOLF MECHANICS   
http://www.ga-forum.com/showthread.php?t=91594


"The site hyrule.net reports to us that the magazine Nintendo Power
contains an interesting interview with Makoto Miyanaga de Nintendo
which forms part of the team of development of The Legend of Zelda:
Twilight Princess on GameCube. The person in charge gives us indeed
some details on the advance of the project, and more particularly on
the transformation of Link into wolf in this new episode. Makoto
Miyanaga declares thus 'We developed a system gameplay which makes it
possible to make move the wolf in a very natural way, the player will
have truly the impression which displacements of the animal are made
naturally. It remains us more than some small improvements to be
carried out and the wolf will be playable at the time of E3.'."



"Nintendo seems to put much efforts on this new gameplay of Link in
wolf, Keisuke Nishimori de Nintendo in load of the modeling and
animations of the characters of The Legend of Zelda: Twilight Princess
declared a few months ago in this same magazine that several
technologies, such as Motion Captures with animal truths, were employed
in order to obtain a good dynamics of the movements 'the prospect for
the system of control of the wolf strongly influenced our direction of
development. In a traditional play Zelda in 3d, a sight with the third
nobody implies forcing which the glance of the player focuses on the
back of the character that it controls. But Mr. Miyamoto incited us to
reflect more on that would imply for a wolf: if we use the same
solution, the player would look at the tail of the wolf constantly.
Tedious. And it would be difficult for the player to know exactly in
what a direction evolves/moves the wolf, with in more the tail and the
hips of the animal which would block the sight! Thus... To have Midna
on the back of the wolf helps us to solve these problems [... ] Another
thing, us never gave the possibility to the player of controlling
intensively a character with four legs before, it is thus difficult to
find precedents to know if our solutions correspond well to the Zelda
spirit. How can I use a wolf to make things which stick to the Zelda
series? A wolf cannot push blocks or climb a scale! But on another side
(and it is where the things become interesting), a wolf can make very
specific things, and we never had this situation in a play of Zelda
before. Whereas a wolf cannot really use objects, another strong
property of Zelda, it has nevertheless the power of a wild creature.'.
We will know some certainly more about The Legend of Zelda: Twilight
Princess at the time of the conference of Satoru Iwata in Game
Developers Conference which will be held on March 23 of 10h30 with
11h30 standard times (19h30 with 20h30 in France)."


Quote:
"Makoto Miyanaga (Nintendo): 'We' ve got the Wolf moving around quite
naturally in gameplay, and the player' S feeling of moving have the
Wolf is incredibly natural. Just has little fine-tuning, and the Wolf
will Be ready for playable premium time At E3."
date: 22 Mar 2006 23:51:40 -0800   author:   video-game dude

Google
 
Web myreader.co.uk


    COPYRIGHT 2007, YARDI TECHNOLOGY LIMITED, ALL RIGHT RESERVE  |   contact us