Tears of the Kingdom Developers reveal physics and audio magic at GDC 2024
Вставка
- Опубліковано 20 бер 2024
- Tears of the Kingdom amazed developers all around the world when it released, with many developers rushing to twitter to speculate on how they achieved their physics-focused sandbox. Nintendo arrived in San Francisco to explain how they achieved their goals, with new insights into their physics and audio work. Today I’m going to round up all the best bits and interesting points raised by Nintendo, and how they achieved the technical marvel that is Zelda Tears of the Kingdom.
#zelda #tearsofthekingdom #gdc2024
Thanks for watching!
Become a channel member
/ @triforcetimes
Triforce Times is a dedicated Legend of Zelda resource focused on News, Reviews and Guides. We focus on bringing you everything you need to know about Hyrule and break it all down in an easy-to-digest manner.
Useful links:
* Follow on Twitter / triforcetimes
* Follow on Instagram / triforcetimes
* Support on Patreon / triforcetimes - Ігри
This is what digital foundry should have investigated. They didn’t do this game justice when it came to discussing its complexity. This is so is interesting and it makes me appreciate everything about this game much more. Fantastic work coverage.
Df really don’t know anything about game dev. All they know count the frames and pixels
@@hododod246 but they could have analyzed it way more even without the devs. They could have talked about the complexity of the 3D audio. For some reason they only talk about it sometimes. Kind of a big miss there.
thanks for watching
That’s a little out of DF’s wheelhouse.
I agree but unfortunately unless its df retro or a game series over view they rarely go into true depth unfortunately usually just resolution, frame rate and input latency which i don't really care about anymore with the switch Nintendo i think has proved that all of this processing power has really went to waste on just those things the last few years and we need to go back to making systems first and worrying about how it looks later
Thanks for covering this
thanks for watching
i’ve been scouring youtube for more coverage of this panel, thank you so much for putting this together! 🙏
No problem!
I shit when I saw the wheel pulley in the spirit temple. If you know, you know.
TotK was a lot of fun and had a lot of improvements to the mechanics of BotW. Most importantly, combat was significantly improved compared to BotW because of Ultrahand and Fuse among other things. I do want the Master Sword to return as the primary unbreakable weapon in future titles but TotK's combat was very fun
I’ve been playing it recently and it’s exactly how I feel! the more advanced monster camps and new enemy types certainly add to that feeling as well
Using nodes for sounds and physics makes those things a lot more complex and interesting with how they interact with the world and player. Using nodes for everything seems to work out pretty well for them and fine tuning details tied to those objects and sounds.
It was interesting to see how the design evolved, I can't imagine how complex this is under the hood
While I didn’t love the direction they took Totk I can’t deny the great technical achievements they made.
Id like to see they refining combat for future titles and minimizing menu usage. Dedicated players have been pulling off incredible techs that even combat focused games dont have. There is plenty of potential for zelda teaching lessons in that field as well.
Anywhere I can see the talk?
it'll be available on the GDC vault at a later date gdcvault.com/
Hearing about Voxels is so confusing, I use Blender and Voxels are a thing in them, I don't really use it, it's often used in sculpting, adds more vertices to a mesh. In this video Voxels seems to have a different meaning.
I think they refer to voxels as a container for data - in this instance its audio data, there's a good description here en.wikipedia.org/wiki/Voxel
@@triforcetimes I think that is probably talking about 'voxel terrain'. It's interesting that the terrain in the game was a voxel terrain.
The craziest thing is that Aonuma said Ultrahand is tied to this game. So.... no more sandbox focus for future Zelda? lol Ultrahand is like the epitome of the concept. They won't abandon open world but I wonder if they will be doing a more traditional Zelda...? lol can't wait to see.
yeah it'll be interesting to see what Nintendo do in the future
i'm confused about people asking for "traditional zelda." those games already exist. why recreate games that already exist?
@@33LB hard to explain. But how do you 1-up ultrahand for a sandbox game? You like… can’t. I kinda assumed ultrahand would become a mainstay if their focus was physics based sandbox. But Aonuma shattered that expectation by straight up saying it’s not coming back. It’s going to be a dramatically different game.
@@tyg-zw7nn the focus of legend of zelda has always simply been a sense of adventure and discovery.
Yeah but that's meta (on top of, beyond) the ludos/gameplay styles they chose. And they made a heavy emphasis on "create your own solutions" with ultrahand. What you are talking about is more related to the genre/format/event/chara/world design, than the mechanics (how you interact with it all) of the game. @@33LB
Sam? Is that you? 🤔 I recognize the voice!
Sam who?
this physics system is the biggest advancement in gaming of this generation
Agreed 💯
best physics
100%
best game ever made
it was great for sure
too bad the story is so weak
what was wrong with it?
it felt like it was an afterthought slapped on last second. everything happening in memories instead of in real time wich really hurts it's potential as well, we weren’t able to get to know any of the characters or care about any of them.
That's what they spent their time on? I would rather have a totally new, smaller game with no physics engine. And not wait 6 years.
Link's abilities were pretty cool though
You can easily get your criteria with games by other developers. Zelda devs are perfectionist in game mechanics so they aren’t going to release something they are not satisfied with
i’d argue a big part of the reason for putting so much work into bolstering the physics engine is that future games will be able to implement it with significantly less effort, since they hammered out the vast majority of complications with this game. it makes sense if they went into it with a vision for the future, setting a foundation upon which to build the next era of games
I think it was time well spent on development. Also, TOTK was a pretty good game in itself. Sure BOTW did some things better (and did them first) but TOTK is no slouch either. It introduces many new concepts and ideas and implements quieta a lot of them very well.
They spent too much time on useless crap like ultrahand instead of making the actual game better
you could argue that Ultrahand did make the game better
It's a balance, Ultrahand clearly had its place but I agree the many extra layers and additions lacked focus and depth (no pun intended)
Well, that’s just like, your opinion man 🤷🏻♂️
Ultrahand is an incredible solution that never received a worthy problem.
@@BrettWyrick this is the most honest and correct answer when you sit down and think about how it has been used