Unseen News

New OoT Developer Interview translation

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GlitterBerri has finished a new translation from the Zelda: Ocarina Of Time developers interview series, the 16° one titled “Looks Like This Zelda Was Tough to Fix (Part 2)”. You can read the full translation at BerriBlue! Here are some of the more interesting parts:

We were making the game to match the basic abilities we had decided on for Link at the beginning, but his ability settings were changed midway through. This lead to the mappers (who had been making the maps according to the original settings) suddenly finding themselves having to change their maps.

As an example,we totally redid the Water Temple. The amount of time Link could stay underwater was changed part way through

This is from a little while back, but they heard that the hookshot ability had been changed, they quickly checked the maps

The Super Mario Club (※) had a big influence. After we hired testers, everything was suddenly changed at 30% completion.

 

[Update] More screens & videos added in the archive

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We have added some stuff in these Unseen Archives: Turok 2, Final Fantasy IX, Megaman Battle Network, Dead Rush [XBOX/PS2/GC], Mario Kart Wii, Mario Kart DS, A sound of Thunder [XBOX/PS2], Shenmue, Nightmare Creatures 3 [XBOX/PS2], Rubu Tribe [PS2], Parasite Eve, Space Channel 5 [DC], Project Enwor [X360], The Conduit [Wii], Freelancer 2 [X360], Bioshock & for every Xavio’s fan, we have a new Unseen Uncomic too! 

Euphoria Engine Tech Demo

What is Euphoria?

Euphoria is a game animation engine created by NaturalMotion based on Dynamic Motion Synthesis, Natural Motion’s proprietary technology for animating 3D characters on-the-fly “based on a full simulation of the 3D character, including body, muscles and motor nervous system”. Instead of using predefined animations, the characters’ actions and reactions are synthesized in real-time; they are different every time, even when replaying the same scene. While traditional physics engines uses ragdolls (like the Havok Physics Engine) for animations generated on the fly, Euphoria employs a more complex method to animate the entirety of physically-bound objects within the game environment. According to its web site, Euphoria runs on the Playstation 3, Xbox 360 and PC hardware platforms.

In February 2007, NaturalMotion and Rockstar Games announced that Euphoria would be used in future Rockstar titles. A press release that was enclosed with the second trailer eventually confirmed that Grand Theft Auto IV is the first of Rockstar‘s games to feature Euphoria. In April 2006, LucasArts announced that their next Indiana Jones game would use Euphoria.The current Xbox 360 and Playstation 3 title Star Wars: The Force Unleashed also uses Euphoria.

In August 2007, NaturalMotion announced Backbreaker, an American Football game for next-generation consoles that employs Euphoria to generate tackles in real-time, as opposed to playback animation. [Infos from Wikipedia]

Engine Tech Demo:



GTA IV Tech Demo:



Star Wars: The Force Unleashed Tech Demo: