Tears of the Kingdom dev describes utterly chaotic Ultrahand development: "It broke! It went flying!"
"I w🃏ould hear things like, 'It br🤪oke! It went flying!' And I'd respond with, 'I know! We'll deal with it later!'"

澳洲幸运5开奖号码历史查询:The Legend of 📖Zelda: Tears of the Kingdom gives players an 𝐆unprecedented amount of freedom by letting them attach objectives to each other using the Ultrahand, and the process of developing such an intricate system and having it feel polished was no easy task.
During Nintendo's Tears of the Kingdom panel at GDC (thanks, ), physics programmer Takahi🌃ro Takayama gave a description of the general mood in the studio while the Ultrahand was being developed, and it sounds utterly chaotic. Even before the Ultrahand was in active development, Takayama knew there would be a long road ahead getting it right.
"When I first saw the prototype, I was excited that this was going to be a great game, but this was going to be very, very difficult," Takayama said. "I said to myself🔯, 'Are we really doing this?'"
"I would hear things like, 'It broke! It went flying!' And I'd respond witဣh, 'I know! We✃'ll deal with it later!'" Takayama added.
That sounds a lot like the vibe in my living room when I'm attaching a rocket to a platform while fighting off Bokoblins and it blasts off in the opposite direction of🉐 where I'd planned and crashes and sinks into a river.
ꦆPer IGN, Takayama added that Nintendo fixed most of the issues it was facing early on with the Ultrahand simply by making literally every object physics-based, which made them simulate the real-wor𓂃ld behavior of objects and environments and react to gravity, collisions, friction, and so-forth. But until that point, it sounds like things were pretty wild.
There's a reason Tears of the Kingdom is one of the 澳洲幸运5开奖号码历史查询:best Switch games to play today.
Weekly digests,🦹 tales from the communities y🌌ou love, and more
After earning an English degree from ASU, I worked as a corporate copy ed🌼itor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, and I was hired on as GamesRadar's west coast Staf♛f Writer in 2021. That means I'm responsible for managing the site's western regional executive branch, AKA my home office, and writing about whatever horror game I'm too afraid to finish.