omggggggggggggggggggggggggggggggggggggggggggggggggggg
game spot has a livestream for shenmue and lucasarts!!!
(http://s28.postimg.org/azsgsjhb1/postmortem.jpg)
:tocry :tocry :tocry
http://www.gamespot.com/articles/watch-gdc-live-livestreams-of-bioshock-shenmue-lucasarts-and-more-panels/1100-6418362/
Why is Cerny present as well?BECAUSE SHENMUE'S COMING TO PS4!
what does it feel like to love a game that is so unloved that it will never even be considered for rerelease
Himu, did u see read about the Animal Crossing: New Leaf post mortem?I would very much like to see this. I hope it's streamed somewhere.
(http://i.imgur.com/jGtkrG2.jpg)
Heir posited a game where a soldier comes out as gay to his unit, and as he works to build their trust and acceptance, the unit cohesion and fighting prowess of the unit grows stronger over time.It's not a long read so just give 'em a hit and enjoy
Well, I'm pretty surprised that it's such a hamfisted narrative and gameplay concept.
Holy fucking shit GDC kicked my ass, rofl. I just woke up from sleeping for 14 hours straight. I was too busy networking/job hunting/in meetings to make it to a lot of GDC sessions so I'll be catching up in this thread and looking online for other session coverage. Hopefully I might have some good news in the near future to share :hyper
Igarashi also shared his guidelines for making good Metroidvania games. Developers must make it fun to control the player character and eliminate any potential points that would make it feel stressful; this must also be the same character from start to finish, although players should be able to unlock and equip new items to change up the available actions. Maps must also promote exploration, but not be completely free. There are limits, Igarashi said — if the player simply clears a game, maps that have been created with a single path don't promote revisiting. Revisiting areas can be a burden, unless players are determined to unlock every last item. Players that do revisit areas should be rewarded with new items.
In terms of balancing out enemies, Igarashi stressed the importance of boss fights. Developers should focus on balancing boss fights and making them the best they can be, since "the bosses are the stars of the game." Igarashi shared his rue of thumb for making bosses: The boss programmer should be able to defeat the enemy without taking a single hit. That's how you know the boss was developed correctly, and it clearly demonstrates signals for how to defeat it.
"I know I've been away from games in this genre for a while," he said. "But I hope things made sense. I want to believe one of the reasons why this speaking opportunity came up is because we're seeing less of these types of games and many fans are waiting for the next one. And now that I've gone independent, I can create things as I wish and not adhere to the company's wishes. If there is a desire, I believe I will be able to turn that into reality."
The team was tasked with improving the game's controls and extending its lifespan, without meaningfully conflicting with the canonical brand. An early significant decision was to remove death by falling, a standard of the fairly grueling earlier Castlevania games. ("we hated, hated falling to your death") he says.
"Also it can be effective to guide the player along the main path by adding items to branches. It provides an atmosphere to the player, and at an early stage I try to provide moments where the player is unlocking new areas through the skills they have acquired."
"It's not a 'stage clear' type of game," says the pioneer.