The original prototype of “The Legend of Zelda: Tears of the Kingdom” was “Chaos”

this The Legend of Zelda: Tears of the Kingdom The developers had a problem: Hyrule’s land kept crumbling.

Anyone who has played tears of kingdom Maybe you can guess the reason. Some of the game’s major advancements—Link’s Ultrahand and Fuse abilities, which allow players to create any tool they’re smart enough to stick together with—required a lot of new and complex development.Nintendo wants to build bigger and better things with its products breath of the wild sequel, but when the team was developing the game, the tools that allowed players to make all the shields, skateboards and wooden bridges broke it. a lot of. It was “chaos,” said programmer Takahiro Takayama.

During development, Gao Shan often heard developers exclaim: “It’s broken!” or “It flies,” Gao Shan said Wednesday at the Game Developers Conference. “I’d answer, ‘I know. We’ll deal with it later.'”

The problem is the physics of it all. “We realized that eliminating all non-physically driven objects and making everything physically driven would lead us to the solution we were looking for,” Takayama said.

The second solution is to create a system that allows unique interactions between objects without any specific additional requirements. This means, for example, that players who want to build vehicles can tinker with different tools, rather than being limited to basic things like wheels and planks of wood.

All that hardcore programming paid off. Ultrahand and Fuse are now fan favorites, allowing players to create flame-throwing penises and hacks for use in speedruns. No matter how hard they tried, Hyrule never collapsed.

These tools also mean players can solve puzzles in a variety of ways. “No matter what the player does, we have a world that doesn’t self-destruct,” Takayama said.

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