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发表于 2015-8-30 11:50 · 四川
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本帖最后由 chenke 于 2016-8-23 21:47 编辑
http://www.nowgamer.com/the-making-of-soul-calibur/
“Once we’d finished Soul Edge and had moved on to work on Soul Calibur,” Yotoriyama clarifies, “it wasn’t the case that we decided at the start of the redevelopment process to implement an eight-way running system, but rather that it came about as the result of much time spent conducting various trial-and-error experiments. At that time, [Namco] had a separate game project at the prototype stage, which involved running around a field. We thought that looked like a lot of fun for some reason, so we ended up borrowing that motion [system] and just tentatively tried to reuse it in Soul Calibur. When we implemented that technology, we were surprised that it appeared to have an affinity with the system of vertical and horizontal weapon attacks that was already in place in Soul Edge. It was then that we first saw the potential for developing a really entertaining game along those lines, and from there we began work on a project that adopted the eight-way running system in-game.”
soul edge开发完成后,NAMCO正好有一个游戏项目在试验8方向移动的动作系统,刀魂制作组借来这套动作系统做测试,发现非常契合soul edge的横纵攻击,看到了以此为基础开发游戏的潜力,于是花14个月开发出了soul calibur的街机版,然后又一鼓作气在7个月限期内完成了soul calibur的Dreamcast版。 |
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