"Spider-Man" team painstakingly designing spiders
Launching a gossamer and swinging back and forth between the skyscrapers of New York City, this high-altitude rocking experience is the unique content of Spider-Man, which is absolutely different from other superhero works. The developer Insomniac also understands this very well. They also spent a lot of thoughts on the design of the spider web, and listened to the introduction of game director Ryan Smith.
Ryan Smith, game director of Spider-Man, recently participated in the GameLab summit in Barcelona. According to him, the swaying of the spider is the first thing that the studio started to work on, and one of the problems that was finally solved.
When the game's development work began, Insomiac Studio thought it well: they wanted to design a swaying motion based on physical effects to create a moving method like a pendulum movement. However, if the swing is based entirely on physical production, Spider-Man may often hit the wall at high speed. Superheroes who often hit the wall don't sound so cool, so the development team decided to make some changes: they allowed Spider-Man to interact with the building during the swing, so the bugs can switch directly from swinging very naturally. The action of running to the wall.
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In addition to this, Insomiac has encountered some other problems. For example, the corner in the swing process is a problem. The final development team can find a way to make Spider-Man automatically turn when interacting with the corner. In addition, the escape ladder on the building has caused some trouble for the developers. The intention of the development team is to make the New York City in the game more realistic, and to add escape ladders to the building. However, from the perspective of gameplay, these escapes Ladders have become a hindrance to the game process. In order for Spider-Man to shuttle smoothly between these "obstacles", developers have to come up with a solution.
“Transfer the kinetic energy of the character through the means of transmission – it is this design that allows the character to sway and then jump to somewhere to reflect the kinetic energy transfer; for us, this is a huge innovation that changes the game. In addition, we also designed a full-fledged angle of view lens, allowing players to feel that they are Spider-Man--(we have to think about) how you feel during the swinging and falling. How do we focus on this feeling through the lens? What?"
“We completed all of this development work in 2-3 years, and based on our existing prototypes, we found a way,” concluded Director Ryan Smith.
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