JAK
03-03-2006, 01:16 PM
السلام عليكم و رحمة الله و بركاته
http://ps2media.gamespy.com/ps2/image/article/693/693173/daxter-20060302015423404.jpg
هذي مذكرة مصمم جديده : Philip Nowell مبرمج الجيم بلاي + تم تقديم موعد صدور اللعبه وهو 14 من هذا الشهر (10 ايام فقط !) كما وضعت كم صوره جديده للعبه :biggthump
Now that the Daxter demo and reviewable code is out there, and the game is shipping on the PSP system March 14th, we're starting to get a taste for what people think of the game, and it's exciting to see how much they're enjoying it. Even more exciting is the fact that the demo gives a very small taste of what the entire game has to offer.
When we showed the game at E3 last year, people expected that it was close to being finished, which was a great compliment. However, we had quite a lot of work left to do. Since last May, we've had a few moments where we saw the game take giant leaps towards being complete. When we implemented continuous levels so that Daxter can walk from one place to another without ever having to sit through a loading screen, our perception of the game was turned on its ear.
Suddenly, we were working on something more real, not just building levels and implementing features, but creating a world. We had a few focus tests, and it was always encouraging, as well as edifying, to see what people did and didn't like. In addition to these singular moments, we've also had the continual pleasure of playing in the incredible-looking environments and enjoying the cinematics that our artists and animators put together.
As for what I did on the project, I'm one of a handful of gameplay programmers that worked on Daxter. Gameplay programmers are responsible for implementing things like player movement, weapons and abilities, mini-games, enemy behaviors, boss encounters, vehicles and all the little miscellaneous things that need to act or react to various situations. We put in a lot of hard work to get as much varied gameplay into Daxter as we could, and we're extremely proud of what we were able to accomplish.
http://ps2media.gamespy.com/ps2/image/article/693/693173/daxter-20060302015422357.jpg
One of the moments in the game that I was responsible for was a challenge where Daxter is in an underground transit system, and he has to make his way by jumping from the top of one train to another. There were plenty of challenges getting Daxter's moves to work well at such high speeds, but part of being a gameplay programmer is tuning everything so that average players won't even think about what you've done. They can just take for granted that everything will continue to work in an intuitive manner, and controlling Daxter on top of an express train will feel the same as controlling him on solid ground.
Another thing I helped out on was tuning the various vehicles in the game. This was something that got passed around from programmer to programmer, and it ended up being my task to tweak them out and help them feel more consistent and intuitive. One of the vehicles that I'm especially proud of is a service zoomer that Daxter pilots while being chased down a tunnel by a runaway train. It took a lot of trial and error and even came close to getting cut from the game. But after trying a few different things with the controls and the camera, we finally got something that works really well.
http://ps2media.gamespy.com/ps2/image/article/693/693173/daxter-20060302015422888.jpg
All of this effort would be in vain if it weren't for the fantastic team here at Ready At Dawn; every piece of the puzzle is here. We have fantastic art and animation. Our engine allows us to push the limits. The game design is solid and we were able to bring that all together. One poster on the message boards talks about losing sleep over the anticipation of this game, and I just want to say that we are, too. We're just as impatient for the game to come out as you are, although I think we have slightly different reasons for the lack of sleep!
http://ps2media.gamespy.com/ps2/image/article/693/693173/daxter-20060302015423404.jpg
هذي مذكرة مصمم جديده : Philip Nowell مبرمج الجيم بلاي + تم تقديم موعد صدور اللعبه وهو 14 من هذا الشهر (10 ايام فقط !) كما وضعت كم صوره جديده للعبه :biggthump
Now that the Daxter demo and reviewable code is out there, and the game is shipping on the PSP system March 14th, we're starting to get a taste for what people think of the game, and it's exciting to see how much they're enjoying it. Even more exciting is the fact that the demo gives a very small taste of what the entire game has to offer.
When we showed the game at E3 last year, people expected that it was close to being finished, which was a great compliment. However, we had quite a lot of work left to do. Since last May, we've had a few moments where we saw the game take giant leaps towards being complete. When we implemented continuous levels so that Daxter can walk from one place to another without ever having to sit through a loading screen, our perception of the game was turned on its ear.
Suddenly, we were working on something more real, not just building levels and implementing features, but creating a world. We had a few focus tests, and it was always encouraging, as well as edifying, to see what people did and didn't like. In addition to these singular moments, we've also had the continual pleasure of playing in the incredible-looking environments and enjoying the cinematics that our artists and animators put together.
As for what I did on the project, I'm one of a handful of gameplay programmers that worked on Daxter. Gameplay programmers are responsible for implementing things like player movement, weapons and abilities, mini-games, enemy behaviors, boss encounters, vehicles and all the little miscellaneous things that need to act or react to various situations. We put in a lot of hard work to get as much varied gameplay into Daxter as we could, and we're extremely proud of what we were able to accomplish.
http://ps2media.gamespy.com/ps2/image/article/693/693173/daxter-20060302015422357.jpg
One of the moments in the game that I was responsible for was a challenge where Daxter is in an underground transit system, and he has to make his way by jumping from the top of one train to another. There were plenty of challenges getting Daxter's moves to work well at such high speeds, but part of being a gameplay programmer is tuning everything so that average players won't even think about what you've done. They can just take for granted that everything will continue to work in an intuitive manner, and controlling Daxter on top of an express train will feel the same as controlling him on solid ground.
Another thing I helped out on was tuning the various vehicles in the game. This was something that got passed around from programmer to programmer, and it ended up being my task to tweak them out and help them feel more consistent and intuitive. One of the vehicles that I'm especially proud of is a service zoomer that Daxter pilots while being chased down a tunnel by a runaway train. It took a lot of trial and error and even came close to getting cut from the game. But after trying a few different things with the controls and the camera, we finally got something that works really well.
http://ps2media.gamespy.com/ps2/image/article/693/693173/daxter-20060302015422888.jpg
All of this effort would be in vain if it weren't for the fantastic team here at Ready At Dawn; every piece of the puzzle is here. We have fantastic art and animation. Our engine allows us to push the limits. The game design is solid and we were able to bring that all together. One poster on the message boards talks about losing sleep over the anticipation of this game, and I just want to say that we are, too. We're just as impatient for the game to come out as you are, although I think we have slightly different reasons for the lack of sleep!