I made an outline version with placeholder text, rough timings, and music notes so Eirik Suhrkecould start making music for the trailer. Story introduction of Ana landing on the moon Open with an exciting long take of gameplay that ends in a sudden death. These key points are how I arrived at this structure: In addition to the characters, he wanted to show the story introduction, and mention the online multiplayer! One mandate from Derek was to highlight the characters, because as of Spelunky 2 they all have names! In the game they're still functionally the same, but this montage of the characters provided a basic structure for the trailer. What encompasses Spelunky to me is when one unexpected thing on your hundredth or thousandth run causes a chain reaction ending in your death. It's a very precise, deliberate, and unpredictable game, but the suddenness of death makes it very funny. Instead I focused on what the experience of playing Spelunky meant to me. The original launch trailer Kert Gartner made for Spelunky HD is a branching trailer with a narrator speaking in verse I knew this wasn't something I would be able to do without writing help, nor was I sure it should be done again. The game controls the same as the original, so all my muscle memory transferred over with no problems. Derek sent me the game I played in my spare time to get a feel for it, and started a list of what to put into the trailer. I got my first build of the game in late June, but production didn't start in earnest until August. When I used Spelunky as an example in my GDC talk about game capture, I allowed a small part of me to indulge in the fantasy of working on a trailer for Spelunky 2. Veteran players will scoff at these numbers, but between my Xbox 360, PS3, PS4 and Steam account I've played well over 200 hours. I'm going to gush a little here this was the rare gig where I immediately start pinching myself because Spelunky is one of my favorite games. He later remembered to contact me for the gameplay trailer after I tagged him on my recommendation for his Spelunky book. This should make looking up and down smoother and more consistent.I got this gig when Derek Yu DMed me on Twitter! He said they originally intended to hire me for the announce trailer, but ran out of time and ended up doing it internally. Looking up or down now moves the camera up or down instead of changing where the camera thinks the player is. This can be changed in the mod configs if you want to use it in online multiplayer as well. The mod will now only apply to local co-op by default. This can be disabled in the mod configs if you don't want it. If one player is currently in a door waiting to switch layers, other players can teleport to that location by pressing the door button. Fixed an issue where boss intro cutscenes would not play properly. Fixed an issue where the camera would be zoomed out during level transitions. Lowered the amount of time it takes to shift the camera vertically by looking up/down to better match how it works in vanilla Spelunky 2. Ever tried to play local co-op with your buddies, but thought, "man, this sucks"? Well, this mod is for you! The camera will now try to fit all players on screen! It's not perfect (and it doesn't completely fix the stupid backlayer thing that co-op has) but it should make playing with your friends a lot more enjoyable!
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