This video was made possible by grants from the Ministry of Silly Walks and the Dadaist Society of Otter Reproduction.
Hogwarts Legacy - Developer Blooper Reel
Submitted 8 months ago by neurosnail@lemmy.world to games@lemmy.world
https://youtu.be/gwyHqXMSkAw?si=7REw4Cgj2lEpbAc0
Comments
Viking_Hippie@lemmy.world 8 months ago
Kolanaki@yiffit.net 8 months ago
This kinda stuff makes me wonder how animations work that they can do all that without it being done on purpose.
towerful@programming.dev 8 months ago
Proceedurally.
So, “hands are supposed to be here” and the arms figure out the rest.
By the time add in “finger pointing at this” combined with spells to make your thumb big (or whatever, ultimately everything is made at a base level to allow for a lot of creativity further up the stack) means the finger might drive the scaling of the arm.Same with the strange jumping. Body “jumped” in a downwards direction, and the feet animated correctly in an upwards direction. Ends up with a body doing a strange wrap around itself as it figures out how the feet can be above the torso.
Walking books might be a really easy way to animate a book flying around, have physics and a health pool without having to create a whole new object/entity class (just inherit all the features and disable the standard person/object body).
The faces-talking-out-the-head thing is animation data imported with the wrong scaling. Some parts can just move to where the animation says they are, others warp the geometry of the rest of the model.
Remember that a lot of the models and animation will be made with no idea how they end up being used, at the same time as they are actually programmed into the game. There might be some iteration, but its not like they know the end result, make the models, make the animations, make the game. All this happens at the same time, and any iteration might set multiple departments back days or weeks.
So, super flexible APIs, models and animations are designed at the start in a way that allows for some specialisation and iteration. But ultimately if it isnt flexible enough early in development then its going to cost a lot to fixToribor@corndog.social 8 months ago
Every time I think about this sort of thing I remember that in Fallout 3 the developers added a moving train to the game by making the train a hat that was worn by a man that ran really fast underneath the ground to make the train move.
AlgonquinHawk@lemmy.ml 8 months ago
They should have left the walking book in lol
ItsAFake@lemmus.org 8 months ago
It’s not Interrupting Frenchmen .
I wanna see more buggy development stuff from develops.
ramble81@lemm.ee 8 months ago
That gigantic book could be very plausible
Kusimulkku@lemm.ee 8 months ago
We need more of these
Mikelius@lemmy.ml 8 months ago
This gave me a good laugh, absolutely loved this!
Godric@lemmy.world 8 months ago
Lmfao this is great
ElPussyKangaroo@lemmy.world 8 months ago
Glorious.
Zahille7@lemmy.world 8 months ago
Or like the L.A. Noire bloopers/outtakes.
ElPussyKangaroo@lemmy.world 8 months ago
Haven’t played L.A. Noire yet. Is it worth the money and time?
maynarkh@feddit.nl 8 months ago
I loved the DLC they did for Saints Row 4. The game itself was good, a lot of wasted potential IMO, but the DLC was exactly this kind of fun.
ElPussyKangaroo@lemmy.world 8 months ago
Nois
FortyTwo@lemmynsfw.com 8 months ago
I think it was Mario Tennis on the GameCube that had a blooper reel. I can’t remember if Camelot did any others but I think they may have.
ElPussyKangaroo@lemmy.world 8 months ago
Bloopers for Mario?