In Super Mario 64 to achieve the infinite stairs effect, Mario gets teleported back. Also the reason why Speedrunners can glitch and skip it using the backwards jump trick. #gamedev
There was a memory exception in Wing Commander on exit, because of the deadline they left it but change the error message to "Thank you for playing Wing Commander!" #gamedev
In Fallout 3 the Trains are actually a character wearing a train model as a hat. Engine didn't allow for vehicles, so this way they could reuse NPC movement code. #gamedev
Here's one of my fav, in Zelda: A Link Between Worlds because a true top-down view in 3D would have perspective issues, they purposely tilt the objects, so the perspective looks good to the player from top. #GameDev
Duke Nukem 3D mirrors reflection were achieved by duplicating the room on the other side. If you deactivate clipping you can go to the other side. True reflections are computational intensive even today #GameDev
In NBA Jam: T.E. for Genesis/Mega Drive developers only found out after making the 250k cartridges, that there was a save bug. But playing the game in a certain order fixed it, so it got a day one "patch" in the manual saying how to initialize memory. #GameDev
In Super Mario Galaxy when Mario drowns in a swap his hand reaches out, but because of the size of the head devs had to shrink it so only the hand is visible to the player #GameDev
World of Warcraft rest bonus was made to encourage breaks, half XP gained after a few hours. Players hated, so they made everything take 2x as much XP to achieve but you start at 200% XP and gradually back to 100%. Same thing & players are happy. #GameDev
In Duck Hunt the NES Zapper worked by blacking out screen & drawing white blocks around targets when you fire, for a couple frames. The diode in the Zapper detects the change in light intensity and tells the computer if it’s pointed at a lit target. #gamedev #retrogaming
In Metal Gear Solid 1, another reflection trick. Water puddles are just a transparent texture with the geometry of ceiling and walls duplicated and inverted below the ground. That's why we can't see Snake reflection in puddles. #gamedev
In Prince of Persia (1989) animations looked fluid & realistic because @jmechner used Rotoscope. He filmed his brother doing the stunts, took pictures with a camera, had them developed at Fotomat and then traced them, frame by frame. #gamedev
Sega Saturn used Quads instead of triangles (the industry norm) for rendering, which is good for 2D but not as practical for 3D, devs had to work around that, so games like Tomb Raider had to be built to support quads on Saturn and triangles on PlayStation #gamedev
In Dead Space menus and UI is all made with particle systems so it can sort during render, glow so that they could place it in-game and be more immersive. #gamedev
Katamari Damacy only has support for closed circular paths, so to handle spawn and despawn of falling boulders, they make them travel beneath ground to start point! Also memory efficient. #gamedevhttps://twitter.com/JasperRLZ/status/1289960052250435584
This is easily one of the best, on OG Xbox, Elder Scrolls III would occasionally reboot the Xbox if they ran out of memory. The user would just see a longer then usual loading screen. #gamedev
Lord of the Rings game needed large areas with a sort of goal at the end, so developers grabbed the Tiger Woods golf game and turned it into LOTR game. #gamedev
Journey has no automatic shadows. All shadows were painted by hand in a low res texture. To get the iconic sunset columns to cast sharp shadows, they aligned the pixel grid of the texture (3rd picture). #gamedev source: https://twitter.com/matt_nava/status/1503152810078052355/
Skyrim handles NPCs inventories by hiding chests under the map. Most are impossible to get unless clipping is used, but sometimes you can find them. #gamedev
Metroid Prime full screen static effect texture would require too much memory and GameCube only had 24MB. solution? texture is generated using the current RAM data which is the game running itself, and it looks like noise. #gamedev
David Amador
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•texture is generated using the current RAM data which is the game running itself, and it looks like noise. #gamedev
David Amador
•Doom 3 – Volumetric Glow | Simon schreibt.
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