12/11/2022 0 Comments God of war 4 axeThe second thing we did was rotate Kratos towards the camera, in order to play into the camera a bit more so you could see more of his chest /upper body and not just his back. The first thing we did: make it feel more casual and less stressful by simply lowering his arm. And, the animation was more in line with the old god of war in that we went for a bombastic, high profile (hand in the air), facing completely forward approach.Īfter we moved on to an additive animation that would allow the freedom to navigate, block or evade, we reworked the animation aesthetically quite a bit. The first version actually required the player to be static while it returned. The animation for the recall actually went through several versions. (Although there is a special pommel late in the game that opens that auto-seeking behavior to 180 degrees!!) We used a pretty tight angle to define when the Axe should do this. The first of many little helper features that we added was to tweak the return path so that it would specifically move through enemies in order to ensure that it hits them. It wasn't only what you would intuitively expect, it was something that was both satisfying to do on purpose and have happen accidentally. One of the first things we realized was that hitting enemies on return was basically mandatory. We realized pretty quickly that in addition to some strong fantasy fulfillment, the mechanic also came with some additional game play benefits we weren't predicting. Hitting an enemy with a solid / large object is just more satisfying than using a projectile/particle effect. We were certain we needed a ranged attack, and before we attempted having the Axe fire some kind of projectile, we wanted to see if we could just throw the the weapon itself. ![]() Its original purpose was really just functional. The basic functionality is super simple - once the Axe is either in flight, stuck in an enemy, or stuck in the world, you can push triangle to call it back. Special thanks to George Mawle for dealing with a ridiculous amount of obscure and difficult code requests and features for the Axe recall alone! It really did take several years of tweaking and noodling and messing with it. It was also one of the earliest gameplay/combat prototypes that we tackled.ĭespite knowing all the way back in 2015, maybe even 2014, that we wanted to do this mechanic, we were still putting the finishing touches on it months ago. With that said, the first mechanic I wanted to talk about was something that ended up being a pretty unique and well regarded mechanic - recalling the Leviathan Axe after throwing it.
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