mio assolutamente me ne frego degli altri titoli di SettembreSettembre 2018.
https://www.youtube....h?v=B10FEycZ4Xk
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Spyro Reignited Trilogy [Topic Ufficiale][PS4] Disponibile!Il draghetto viola si rifà il look!
Started By Alucard, 15 March 2018 09:10 AM
#33
Inviato 05 April 2018 - 04:04 PM
#34
Inviato 05 April 2018 - 04:08 PM
#38
Inviato 05 April 2018 - 04:15 PM
Tutto ok mio. Ora chissà se ci saranno edizioni limitate.
Se faranno come con Crash non credo, poi si vedrà.
Comunque -> https://www.facebook...28808604049790/
Updating a Classic
Remastering a classic is a unique undertaking for a game developer – unlike the creation of a new game where you have to find the fun, you’re starting with a game that already has proven, time-tested fun. The real challenge lies in how to remaster a beloved classic in such a way that is true to the spirit and feel of the original while also maximizing fidelity (art, animation, visual effects, sound effects, music, controls) and integrating quality-of-life improvements that modern players expect (analog stick camera control, auto-save system, more fast-travel options, etc.).
Staying True
Given the intense passion the fans have for the original trilogy, we are approaching development with reverence—a deep respect for all the decisions that went into making the original games. In the interest of getting the feel right, one of the first things we agreed upon internally was that Spyro’s original movement metrics — speeds and accelerations for walking, running, jumping, charging, gliding, flying, swimming, hovering, and more – should be matched as closely as possible. And in a similar vein, an authentic recreation of the platforming gameplay throughout the expansive and enchanted levels of the original trilogy would require the dimensions and collision details of the world geometry to come very close to matching the originals. Needless to say, the Dragon Realms of 2018 utilize considerably more polygons than their 1998 counterparts.
Engineering Magic
In the interest of recapturing the enchanted details from the classic trilogy in fine detail, our programming team set out to magically slurp inspiration directly from the original games. Spyroscope was born. This internally developed tool sends fairies into the original games who convert game details into a format that designers can easily interpret, allowing for extremely accurate game object placement and motion. Ultimately, we were also able to leverage many of the original assets such as level models, level collision, animated objects, character models, music, game text, and game sounds through a combination of other in-house tools and a few payments to Moneybags.
#45
Inviato 05 April 2018 - 04:39 PM
Ma chi sono questi Toys for Bob? Che lavori hanno svolto?
Giochini, per lo più son conosciuti per aver sviluppato la saga Skylanders
https://en.wikipedia...ki/Toys_for_Bob
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