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Matt Walker
Got around to reading some of the BotW CEDEC articles. Interesting fact -
 CEDEC 2017では任天堂の存在感が大きいのだが,その中から,「ゼルダの伝説 ブレス オブ ザ ワイルド」のオープンワールドがいかにして制作されたかに関するセッションについて,西川善司氏によるレポートをお届けしたい。勘所は多いのだが,根底にあるのは「任天堂に生じた,開発スタイルの変化」のようだ。
4Gamer 4Gamer @4GamerNews
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Matt Walker 2 Oct 17
Replying to @retroOtoko
It was apparently a great way for multiple devs to bounce ideas off of each other in regards to the task.
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Matt Walker 2 Oct 17
Replying to @retroOtoko
From a field design standpoint they discuss the "Triangle Rule".
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Matt Walker 3 Oct 17
Replying to @retroOtoko
FYI - I found all these summaries here.JP net notes that devs were in awe, "only NCL knows how to really make games"
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Matt Walker 3 Oct 17
Replying to @retroOtoko
From IGN Japan on debugging. One guy foresaw that the game would be too complex to leave debugging till the end,
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Matt Walker 3 Oct 17
Replying to @retroOtoko
Update: link to thread on UI design here:
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Matt Walker 4 Oct 17
Replying to @drooJohnson
Thanks to I've chosen to post the BotW CEDEC summaries on Medium. Latest translation is here:
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Matt Walker 3 Oct 17
Replying to @retroOtoko
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
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Lino 3 Oct 17
Replying to @gypsyOtoko
Do you know what the image comparing both maps shows? (Also, great summary :D )
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Matt Walker 3 Oct 17
Replying to @liraco
Those are heat maps showing how often people took what routes. The right one shows how much more evenly distributed it was after they ...
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Matt Walker 3 Oct 17
Replying to @retroOtoko
towers throughout the map, and place game events in between, but they found that approach didn't feel appealing to players.
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