Willkommen zurück, es ist Zeit für einen weiteren Screenshot von Art of Balance (AoB), unserem bald erscheinenden Wii U Spiel. Heute zeigen wir euch ein Bild von einem der vielen Mehrspielermodi.

Jeder liebt es, gegen einen Freund via Split-Screen zu spielen, und genau das unterstützt Art of Balance sowohl im lokalen, als auch im online Mulitplayer. Das beste daran ist, dass ihr nicht nur zu zweit, sondern sogar bis zu fünft oder online bis acht zusammen spielen könnt. Dabei werden die Spieler in zwei Teams eingeteilt, die das Puzzle parallel lösen müssen.
Auch wenn der Einzelspielermodus viel Spaß macht, hatten wir den meisten Spaß und die größten Lacher beim Spielen mit Freunden: Ihr werdet viele Stunden Spaß haben!
Auf der technischen Seite wollte ich heute über die Animationen des Wasser reden. Auf der linken Seite seht ihr, wie das Puzzle ins Wasser stürzt. Die Bewegungen und das Spritzen des Wasser haben wir mit einer natürlichen Wasser-Simulation erstellt. Es ähnelt der Technik aus der Wii Version, allerdings übernimmt jetzt der GPU die Arbeit und nicht mehr der CPU und schafft so deutlich bessere Ergebnisse. Jedes animierte Dreieck besteht nur aus wenigen Pixeln und auch die Dichte des Wassers ist 16 Mal so hoch wie bei der Wii Version für noch bessere und echtere Effekte. Â
Leichtes Kräuseln ist wichtig, aber Wasser braucht vor allem komplexe Reflektionen um echt auszusehen. Wir haben lange an den technischen Feinheiten gefeilt, um diesen Effekt zu perfektionieren. Am Ende sah es einfach toll aus und fühlte sich echt an, wenn ein Puzzle auseinander- und ins Wasser fiel.
Nächsten Mal werden wir einen Blick auf die „Challenge“-Levels werden. Euch eine tolle Woche!Â
Euer Manfred Shin’enÂ
Hello there! Time for another screenshot from Art of Balance (AoB), our upcoming Wii U game. Today we will show you an image from one of the many multiplayer game modes. Everyone loves playing against a friend via split-screen, and AoB allows you to play locally or online using split-screen. The best part: it’s not only one on one but you can play with up to five people locally or up to eight people online. The players get arranged into two teams that try to solve the puzzles in parallel. Although the single-player mode is great fun, we had the biggest laughs and enjoyment when playing the game in split-screen mode with a few friends. You simply play for hours and hours… On the technical side, I wanted to talk this time a bit about how water visuals are done. On the left side you see a player’s puzzle break down into the water. The ripples on the water are evaluated from a height field water simulation. It’s very similar to what we implemented a few years ago in the Wii version of AoB, but this time it’s GPU rather than the CPU. This allowed us to increase the simulation density and therefore its quality has improved a lot. The triangles in the water mesh were already almost pixel sized and so we capped the density at a factor of 16 times higher then on the Wii. Nice ripples are important, but water needs proper reflections to look life-like. To get them perfect, we rendered the scene again reflected on the water plane. We also fed back the water simulation results to perturb the reflection vectors. It’s a simple yet effective way to get quite the convincing water surface. In the end, it simply looked and felt great if a puzzle crashed and splashed into the water. Next time we will take a look at the ‘Challenge’ Levels. Have a great week! Yours, Manfred, Shin’en.Read more at
http://nintendoeverything.com/weekly-screen-art-of-balance-wii-u-4-multiplayer-info/
QUELLE: NintendoEverything
Hello there! Time for another screenshot from Art of Balance (AoB), our upcoming Wii U game. Today we will show you an image from one of the many multiplayer game modes. Everyone loves playing against a friend via split-screen, and AoB allows you to play locally or online using split-screen. The best part: it’s not only one on one but you can play with up to five people locally or up to eight people online. The players get arranged into two teams that try to solve the puzzles in parallel. Although the single-player mode is great fun, we had the biggest laughs and enjoyment when playing the game in split-screen mode with a few friends. You simply play for hours and hours… On the technical side, I wanted to talk this time a bit about how water visuals are done. On the left side you see a player’s puzzle break down into the water. The ripples on the water are evaluated from a height field water simulation. It’s very similar to what we implemented a few years ago in the Wii version of AoB, but this time it’s GPU rather than the CPU. This allowed us to increase the simulation density and therefore its quality has improved a lot. The triangles in the water mesh were already almost pixel sized and so we capped the density at a factor of 16 times higher then on the Wii. Nice ripples are important, but water needs proper reflections to look life-like. To get them perfect, we rendered the scene again reflected on the water plane. We also fed back the water simulation results to perturb the reflection vectors. It’s a simple yet effective way to get quite the convincing water surface. In the end, it simply looked and felt great if a puzzle crashed and splashed into the water. Next time we will take a look at the ‘Challenge’ Levels. Have a great week! Yours, Manfred, Shin’en.Read more at
http://nintendoeverything.com/weekly-screen-art-of-balance-wii-u-4-multiplayer-info/
Hello there! Time for another screenshot from Art of Balance (AoB), our upcoming Wii U game. Today we will show you an image from one of the many multiplayer game modes. Everyone loves playing against a friend via split-screen, and AoB allows you to play locally or online using split-screen. The best part: it’s not only one on one but you can play with up to five people locally or up to eight people online. The players get arranged into two teams that try to solve the puzzles in parallel. Although the single-player mode is great fun, we had the biggest laughs and enjoyment when playing the game in split-screen mode with a few friends. You simply play for hours and hours… On the technical side, I wanted to talk this time a bit about how water visuals are done. On the left side you see a player’s puzzle break down into the water. The ripples on the water are evaluated from a height field water simulation. It’s very similar to what we implemented a few years ago in the Wii version of AoB, but this time it’s GPU rather than the CPU. This allowed us to increase the simulation density and therefore its quality has improved a lot. The triangles in the water mesh were already almost pixel sized and so we capped the density at a factor of 16 times higher then on the Wii. Nice ripples are important, but water needs proper reflections to look life-like. To get them perfect, we rendered the scene again reflected on the water plane. We also fed back the water simulation results to perturb the reflection vectors. It’s a simple yet effective way to get quite the convincing water surface. In the end, it simply looked and felt great if a puzzle crashed and splashed into the water. Next time we will take a look at the ‘Challenge’ Levels. Have a great week! Yours, Manfred, Shin’en.Read more at
http://nintendoeverything.com/weekly-screen-art-of-balance-wii-u-4-multiplayer-info/
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