![]() In the interest of getting the feel right, one of the first things we agreed upon internally was that Spyro’s original movement metrics - speeds and accelerations for walking, running, jumping, charging, gliding, flying, swimming, hovering, and more – should be matched as closely as possible. ![]() Given the intense passion the fans have for the original trilogy, we are approaching development with reverence-a deep respect for all the decisions that went into making the original games. The real challenge lies in how to remaster a beloved classic in such a way that is true to the spirit and feel of the original while also maximizing fidelity (art, animation, visual effects, sound effects, music, controls) and integrating quality-of-life improvements that modern players expect (analog stick camera control, auto-save system, more fast-travel options, etc.). ![]() Remastering a classic is a unique undertaking for a game developer – unlike the creation of a new game where you have to find the fun, you’re starting with a game that already has proven, time-tested fun.
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