En el CEDEC 2017 el mes pasado, Nintendo realizó una presentación dedicada a The Legend of Zelda: Breath of the Wild. Se centró en el enfoque de desarrollo y la creación de detrás de las escenas desde un punto de vista técnico. No es el tipo de cosas que normalmente puedes ver, pero era bastante interesante.
Matt Walker recorrió todo lo que fue compartido en la presentación y compartió un resumen en Twitter.
Mira un recopilado de todos los tweets a continuación:
Got around to reading some of the BotW CEDEC articles. Interesting fact –
https://t.co/494TwAuYxi— Matt Walker (@retroOtoko) October 3, 2017
https://twitter.com/gypsyOtoko/status/915037712507219969
https://twitter.com/gypsyOtoko/status/915037830946029569
https://twitter.com/gypsyOtoko/status/915037905587888128
From a field design standpoint they discuss the "Triangle Rule".
— Matt Walker (@retroOtoko) October 3, 2017
https://twitter.com/gypsyOtoko/status/915068369543479296
https://twitter.com/gypsyOtoko/status/915068466595487745
https://twitter.com/gypsyOtoko/status/915068563379019776
https://twitter.com/gypsyOtoko/status/915068640893878272
https://twitter.com/gypsyOtoko/status/915068868594343937
https://twitter.com/gypsyOtoko/status/915068942141362176
https://twitter.com/gypsyOtoko/status/915069384544022528
https://twitter.com/gypsyOtoko/status/915069709690609664
From IGN Japan on debugging. One guy foresaw that the game would be too complex to leave debugging till the end, https://t.co/iHiMeYWv9r
— Matt Walker (@retroOtoko) October 3, 2017
Also to implement a tool for easy bug reports, merging the tools for managing bugs with tasks, and implementing a system in the game for
— Matt Walker (@retroOtoko) October 3, 2017
Going back to the first article – I skipped over summarizing the first half because the latter half was more interesting to me…
— Matt Walker (@retroOtoko) October 3, 2017
The beginning of the presentation discusses what specific changes they made in order to make the game more enjoyable.
— Matt Walker (@retroOtoko) October 3, 2017
https://twitter.com/gypsyOtoko/status/915235142154645505
https://twitter.com/gypsyOtoko/status/915235256818581505
towers throughout the map, and place game events in between, but they found that approach didn't feel appealing to players.
— Matt Walker (@retroOtoko) October 3, 2017
https://twitter.com/gypsyOtoko/status/915235553250906112
They realized they could solve these problems with the concept they called "gravity"
— Matt Walker (@retroOtoko) October 3, 2017
https://twitter.com/gypsyOtoko/status/915236090486726656
https://twitter.com/gypsyOtoko/status/915236189942169600
https://twitter.com/gypsyOtoko/status/915236670332534786
The objective order changes depending on how the player likes to play-if they're aggressive, they'll go after enemy camps to get better gear
— Matt Walker (@retroOtoko) October 3, 2017