One of the unused Wonder effect.
Suddenly get deep, acting kind not for yourself but for people around you huh...
Just a hunch, but I think they probably started on it sometime after Mario Maker 2. Some things in Wonder like the musical levels and race levels feel like they were working out some "how do we bring things people are doing in Mario Maker into the main game" stuffI don't know if they said anything on the development timeline, but I really would like to know for sure if development of TotK started right after BotW, and when exactly Wonder began(there's that "after NSMBU DX, but it could be after that one wrapped up which was like mid 2018 or earlier than that).
The online functionality is actually pretty cool if you see it with your own eyes.I love this.
I remember when the unconventional online was announced, and it was assumed it was because of the terrible netcode, and I'm sure there'll be people still thinking this is just a cover up for the terrible netcode.
I love this.
I remember when the unconventional online was announced, and it was assumed it was because of the terrible netcode, and I'm sure there'll be people still thinking this is just a cover up for the terrible netcode.
the internet is not a hivemindSometimes I really don’t understand the duality of the Internet’s relationship with Nintendo.
Nintendo almost makes me took a test...
And yet “Nintendo for kiddies” persists…. Maybe it’s just the revolving door of new teens casting off their childhood interests and then coming back once they age/mature that I’m shaking my head at?the internet is not a hivemind
I wouldn’t be surprised if half the inspiration for Wonder’s online play was people on the dev team playing Journey.
Semi-related, this is from like 9 months ago:
Sometimes I really don’t understand the duality of the Internet’s relationship with Nintendo. To be both derided and revered at the same time is just boggling. Not that Nintendo doesn’t do some pretty odd or bad things at time but on the whole there’s a reason why they’re basically the industry leader on a number of fronts.
I believe after SMM2 they'd have everyone on board and the mass hirings were on October 2019, so it does give an idea.Just a hunch, but I think they probably started on it sometime after Mario Maker 2. Some things in Wonder like the musical levels and race levels feel like they were working out some "how do we bring things people are doing in Mario Maker into the main game" stuff
plus iirc a new job listing for a 2d level designer in Kyoto went up around the same time MM2 was wrapping up support
Suddenly get deep, acting kind not for yourself but for people around you huh...
Don’t forget all the creepy adults lurking in child spaces.I still think Nintendo often has an ass-backwards approach to online in a lot of ways but I do think stuff like this makes it clear where their head's at and while it's not the most ideal situation for me (though I can/do just play a lot of their stuff locally with friends thankfully), it probably is a much better way to integrate online play for families and avoid the dangerous pitfalls other companies fall into.
Fortnite or Minecraft aren't like, an insanely unsafe venue for kids and I don't think either company's unaware of the potential issues there, but it's probably a lot easier for some weird shit to go down there with minors than in Mario Wonder where it's entirely collaborative-based with zero communication. Not the most ideal when I want to play multiplayer with friends over in the US/UK/Asia, but I get where they're coming from. Even Mario Maker's online is probably something that puts Nintendo on edge given you can write/draw your own messages.
Absolutely. But that's been a known concern since Mario Kart DS (if not earlier) and we had the whole incident around Swapnote which resulted in its takedown.Even Mario Maker's online is probably something that puts Nintendo on edge given you can write/draw your own messages.
Naw it was pictochat. Fox News had a whole segment telling the danger of itAbsolutely. But that's been a known concern since Mario Kart DS (if not earlier) and we had the whole incident around Swapnote which resulted in its takedown.
A really fascinating approach. Really hope the full presentation is shared online.The sound design in Tears of the Kingdom is also incredibly complex. Osada explained that the world contains voxel information to create a 3D terrain. Voxels are data points on a 3D grid that store information. In Zelda, each voxel sources information about the terrain, like if it's inside or outside, near water, near a forest, if Ascend is possible, and more. A search algorithm determines how sound interacts with the voxels, like sound changing when an object is behind a wall.
Just like the design philosophy for the rest of the game, sounds in Tears of the Kingdom play in a system without dedicated implemenation, and in some cases abstract sounds combine to create something entirely new. For example, there is no dedicated wagon sound or paddle boat sound, these sounds are created by the wheels rolling or rotating on the water, with the quality changing based on the size, shape, and material. Osada said, "It's making sounds that I have no memory of creating! Even the director told us, 'This is basically a physics engine for sound, isn't it?'"
that's absolutely amazingFrom IGN's article on the Tears of the Kingdom panel:
A really fascinating approach. Really hope the full presentation is shared online.
Heck yeah.Really hope the full presentation is shared online.
There are certainly engines for sound. but not really anything done on his scale. Sound design is one of the last priorities for the majority of games. Sound is typically given a microscopic budget both in money, and performance compared to something like graphics.Heck yeah.
On a related note. Has this "physics engine for sound" not been done in other video games before? My layman, non-techie brain figured that this would be one of the approaches to sound design, but apparently it's not?
This is the kind of stuff that I love about Nintendo.From IGN's article on the Tears of the Kingdom panel:
A really fascinating approach. Really hope the full presentation is shared online.
Quite fascinating. Nintendo has always seemed particular about sound design (to my untrained ears, at least), and it contributes significantly to the tactile crunchiness of their games.There are certainly engines for sound. but not really anything done on his scale. Sound design is one of the last priorities for the majority of games. Sound is typically given a microscopic budget both in money, and performance compared to something like graphics.
From IGN's article on the Tears of the Kingdom panel:
A really fascinating approach. Really hope the full presentation is shared online.
this is straight up wizardry, holy hell.From IGN's article on the Tears of the Kingdom panel:
A really fascinating approach. Really hope the full presentation is shared online.
Whats crazy, is that Tears of the Kingdom is a completely different engine than BotW. They literally rebuilt the entirety of BotW into Nintendo's new in-house engine, then they made additions on top of it. It's actually the same engine as Splatoon 3, Animal Crossing, ARMS, and Switch Sports. Which I assume is going to be Nintendo's new in-house engine for all of their games.What happens when they save time with reusing an engine is that they just create new engines on top, building one of the best 3D game frameworks in existence.
Slight correction, it's the same engine as Splat 3 and Switch Sports (as well as Mario Wonder and Mario vs Donkey Kong remake) but not quite the same as Animal Crossing and ARMSWhats crazy, is that Tears of the Kingdom is a completely different engine than BotW. They literally rebuilt the entirety of BotW into Nintendo's new in-house engine, then they made additions on top of it. It's actually the same engine as Splatoon 3, Animal Crossing, ARMS, and Switch Sports. Which I assume is going to be Nintendo's new in-house engine for all of their games.
Slight correction, it's the same engine as Splat 3 and Switch Sports (as well as Mario Wonder and Mario vs Donkey Kong remake) but not quite the same as Animal Crossing and ARMS
Nintendo First Party Software Development |ST| Nintendo Party Superstars
I'm a Starfox fan and I don't want a "pure Starfox experience" as that "experience" was due to technical limitations of its time. Yeah I want Adventures remake and on top of that I want a sequel directly from Rare. Every Nintendo franchise is getting their revolutionary entry one by one and...famiboards.com
Apparently though it is similar enough to LunchPack that dataminers didn't really realize it was a new engine until looking at TotK: (the sense I get is ModuleSystem is largely built off of LunchPack while also incorporating elements from the BotW engine)
And you're definitely right that it seems it'll be the default in-house engine going forward (at least for EPD and the studios closest to them like NST)
Slight correction, it's the same engine as Splat 3 and Switch Sports (as well as Mario Wonder and Mario vs Donkey Kong remake) but not quite the same as Animal Crossing and ARMS
Nintendo First Party Software Development |ST| Nintendo Party Superstars
I'm a Starfox fan and I don't want a "pure Starfox experience" as that "experience" was due to technical limitations of its time. Yeah I want Adventures remake and on top of that I want a sequel directly from Rare. Every Nintendo franchise is getting their revolutionary entry one by one and...famiboards.com
Apparently though it is similar enough to LunchPack that dataminers didn't really realize it was a new engine until looking at TotK: (the sense I get is ModuleSystem is largely built off of LunchPack while also incorporating elements from the BotW engine)
And you're definitely right that it seems it'll be the default in-house engine going forward (at least for EPD and the studios closest to them like NST)
From IGN's article on the Tears of the Kingdom panel:
A really fascinating approach. Really hope the full presentation is shared online.
Regardless of the customization, it is good for Nintendo to have an engine as flexible be in house so they aren't completely beholden to the whims of third party engines like Unreal and Unity. A certain level of autonomy is good there.I think we overestimate the role of an "Engine" here.
Of course it plays a very important part as the basis Framework for the Core Game-Logic, what tools they can use (like Havok Engine for Phyisics in Zelda) and how Graphics can be compiled (NVN).
Though many things still will be custom build from a game to game basis. TOTK and Splatoon 3 might share the same basis as a core, but when it comes to the many systems the games may have and what devs are actually capable to create within those two game-frameworks will be vastly different. Those Engines are not like Unity where you can start creating a game in 2D and then say mid-development let's switch to 3D Graphics without much major programing rework.
In the end it is a technicality. BOTW and TOTK will be except for their cores be way more similar to each other than they will ever be to let's say Mario Wonder.
I don't think anyone is saying anything of that sort. Of course, you can make a huge amount of differing experiences with the same engine. However, these games being on the same engine will make it easier to implement better quality technology into any game. Meaning it will be a lot easier to just drag and drop any system from TotK into any game.I think we overestimate the role of an "Engine" here.
Of course it plays a very important part as the basis Framework for the Core Game-Logic, what tools they can use (like Havok Engine for Phyisics in Zelda) and how Graphics can be compiled (NVN).
Though many things still will be custom build from a game to game basis. TOTK and Splatoon 3 might share the same basis as a core, but when it comes to the many systems the games may have and what devs are actually capable to create within those two game-frameworks will be vastly different. Those Engines are not like Unity where you can start creating a game in 2D and then say mid-development let's switch to 3D Graphics without much major programing rework.
In the end it is a technicality. BOTW and TOTK will be except for their cores be way more similar to each other than they will ever be to let's say Mario Wonder.
It’s the same sort of thing we see from the lighting as well. They seem to be very particular is this department when they can.Quite fascinating. Nintendo has always seemed particular about sound design (to my untrained ears, at least), and it contributes significantly to the tactile crunchiness of their games.
Genuinely curious how this engine is going to be reused and evolved in future Zelda games. I suspect a lot of the mechanics like Ultrahand and the Zonai artefacts will be scrapped completely in favour of new stuff but the underlying tech is fascinating.