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标题: Heavenly Sword op 60 FPS !! [打印本页]

作者: codjc    时间: 2006-11-20 15:41     标题: Heavenly Sword op 60 FPS !!

http://www.ps4focus.nl/sitee/nieuws/bekijk.php?id=3054





Quote:
LONDON--Four members of the Ninja Theory development team revealed a little bit more of the promising third-person action game Heavenly Sword during a presentation at the Game Developers Conference London today.

Duncan Frostick (combat code Ninja), Nina Kristensen (chief development Ninja), SaiTong Man (combat design Ninja), and Guy Midgely (lead animation Ninja) talked through some of the gameplay aspects and showed off some demo videos to prove their points.

Man explained that the team found inspiration for the upcoming PlayStation 3 game from kung fu movies and current popular fighting games. "We looked at games like Virtua Fighter and Soul Calibur because they have essentially very simple designs." Frostick added: "We worked on a flowing pose-to-pose animation. The inspiration came from kung fu films, not hard, Western-style animation."

Man said that one of the driving forces behind the game was to create something that looked "pretty" and action sequences that flowed together perfectly. "Way back when we first started working on Heavenly Sword, the main thing for me was aesthetics; it had to look amazing. Also, the gameplay had to be completely accessible to the casual gamer, but it had to have depth for the hardcore gamer."

Frostick revealed that the main character would become stronger and gain attack moves as the game progressed, which suggested the game will feature role-playing elements. "Like most fighting games, we worked on the basis that through the game, the bigger and better the moves become. There are two types of synchronised attacks. There are counters and what we call super styles. The super style stuff looks spectacular. These get more and more kind of ridiculous as you go through the game and get more and more powerful."

Midgely went on to talk about how important the flow of the game is to make physically impossible fighting moves look real. "We're taking reality and amping it up to the next level. The players always feel like they are in the game. You don't want to be enjoying playing a game, or watching a kung-fu movie, and think, 'Wait, that's not right.' It takes away enjoyment from the game."

The game, as has been seen from previous videos and demos, will be fast paced--Midgely confirmed that the animations will be running at 60 frames per second, while most games today run at 30. He added that there will also be a slowing effect within the game, which may work out something like 'bullet time,' now common in games.

No visuals of game bosses were shown, but the team was quick to assert that their moves will be equally impressive as those of the main character. Frostick elaborated on some of the boss-related elements: "There are some bosses who do truly spectacular moves. And there are armies, 1,000 people tearing through a valley trying to get you. There is also another element to the game, more cinematic elements, environmental interactions, power jumps, etc."

He went on to quantify the number of attack animations: "For the hero, there are literally hundreds of different attack animations. I'd say around 1,000 animations at the moment."

One revelation that surprised many attending the session was the lack of a collision-based system within the game, but Frostick defended the choice. "We use transitions to take the hero away from the wall into a safe area with cool animations. I'm pretty happy with that solution."

The quartet also explained the creative process for the game. "We were an autonomous unit and the studio heads have faith in what we do. We don't have to go through several people to get what we want. It's talking around the table rather than having to go through lots of red tape to make something happen."

Although some of the fighting sequences in the demo were obviously violent, including one in which a creature was sliced from the groin up, Midgely claimed that the game is likely to receive a T-for-Teen rating in the US.

[ 本帖最后由 codjc 于 2006-11-20 15:55 编辑 ]
作者: 飞坦    时间: 2006-11-20 15:42

大心
作者: hudihutian    时间: 2006-11-20 15:43

渐入佳境了
作者: 张力    时间: 2006-11-20 15:46

突然想到:FC的魂斗罗是多少帧?
作者: ddps2    时间: 2006-11-20 15:46

我靠~
好久沒有去天劍的論壇,消息閉塞鳥~
再説,B3D上也不見nAo~
估計最近忙得不行了~

加油吧~~ 偶支持你們~
入天劍~
作者: bsseven    时间: 2006-11-20 16:15

贴的这个图是05E3的,06的似乎缩的挺厉害,不知道现在怎么样了,好久没消息了么
作者: codjc    时间: 2006-11-20 16:24

引用:
原帖由 bsseven 于 2006-11-20 16:15 发表
贴的这个图是05E3的,06的似乎缩的挺厉害,不知道现在怎么样了,好久没消息了么
这个图是05E3的?

呵呵   看来天剑的画面是不错了。。。。。
未来的图片还会更好的。
作者: doomking    时间: 2006-11-20 16:32

不是以前说过1080P 30FPS 720P 60FPS 480P 120FPS么,现在没影了?
作者: 张力    时间: 2006-11-20 16:32

引用:
原帖由 bsseven 于 2006-11-20 16:15 发表
贴的这个图是05E3的,06的似乎缩的挺厉害,不知道现在怎么样了,好久没消息了么
2006年9月底公布了四张图








作者: 刃风    时间: 2006-11-20 16:34

引用:
原帖由 bsseven 于 2006-11-20 16:15 发表
贴的这个图是05E3的,06的似乎缩的挺厉害,不知道现在怎么样了,好久没消息了么
没话说了~~~
作者: dameng    时间: 2006-11-20 16:35

这地板刨的真平
作者: bsseven    时间: 2006-11-20 16:37

看来是我搞错了,不过确实比不上05E3的,主要是贴图精度和光源的应用上差点
作者: bsseven    时间: 2006-11-20 16:38

不过烟雾的效果不错
作者: ddps2    时间: 2006-11-20 16:47

說起煙霧和光源~
又使我想起了宙斯大神~
高亮貼圖冒充光源~
煙霧都是貼圖~

宙斯大神最近又有啥高論了呢??
許久不見大神了~
作者: nana1394    时间: 2006-11-20 16:57

05和06的根本没分别
不少人喷PS3画面都是一来就"和05比差了不少",然后再从技术角度上大谈如何如何缩
作者: gil    时间: 2006-11-20 17:01

这个游戏,希望能成为3D ACT的新高。
作者: xbgbmpsp    时间: 2006-11-20 17:25

什么时候发售?
作者: 倍舒爽    时间: 2006-11-20 19:04

一点都不翻译?
作者: 网上的final    时间: 2006-11-20 19:06

应该比 genji 好玩
作者: judge    时间: 2006-11-20 20:38

这游戏啥公司做的?挺期待的
作者: anubisx    时间: 2006-11-20 20:41

引用:
原帖由 judge 于 2006-11-20 20:38 发表
这游戏啥公司做的?挺期待的
索尼娱乐美国
作者: killmesoftly    时间: 2006-11-20 20:49

引用:
原帖由 anubisx 于 2006-11-20 20:41 发表

索尼娱乐美国
Ninja Theory分明是在伦敦

要管也得归SCEE
作者: anubisx    时间: 2006-11-20 20:53

引用:
原帖由 killmesoftly 于 2006-11-20 20:49 发表



Ninja Theory分明是在伦敦

要管也得归SCEE
看错了!把SCEE看成SCEA了,索尼娱乐欧洲
作者: royhimura    时间: 2006-11-20 22:14

地面确实是太渣了,每次看这几张图都会不经意的看地面,然后。。。
作者: MK2    时间: 2006-11-20 22:23

其实50fps就够了,剩下的10fps就用来提升一下地面吧。




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