How Did They Do That - Soul Reaver's World Bending (Halloween Special)

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ClassicGameJunkie

ClassicGameJunkie

8 жыл бұрын

Looking into the interesting effect that the Soul Reaver series uses to allow it's main protagonist Raziel to shift between realms.
As a game developer myself, I hope to bring some unique insight into the minds of the developers who made some of my favourite games.
Follow the development of my game -
/ rawtalenttube
www.CliveGame.co.uk
/ classicgj
Disclaimer:
The information provided in this video is based on circumstantial evidence and experience. In game development there's rarely a right or wrong answer to a problem, and almost always more than one way to make something work. As such the information is accurate to the best of my knowledge!
Please feel free to comment if you spot an error, and I can correct it with an annotation!

Пікірлер: 77
@Fastesthe1
@Fastesthe1 8 жыл бұрын
Here's a suggestion: How did they do the massive scaling in Katamari Damacy? Like the player, the camera, and the world around them as the ball gets bigger.
@JamesFLivingstone
@JamesFLivingstone 8 жыл бұрын
I'm curious about this too, also how that game does colliders is curious to me since your katamari can be made up of any object in the stage how the game properly computes collusion without making you proxy jump or just otherwise bug out is interesting to me.
@GANONdork123
@GANONdork123 8 жыл бұрын
+JamesFLivingstone I think katamari uses a single sphere collision model and scales it depending on how much is stuff is collected.
@JamesFLivingstone
@JamesFLivingstone 8 жыл бұрын
GANONdork123 that would make sense I guess there's a system in place to detect particularly large objects aswell, like if you have a huge oblong attached to your katamari it makes it harder to roll.
@Skullivon
@Skullivon 8 жыл бұрын
Tiny correction: the spectral realm is where Raziel can pass through gates, whereas the material realm is where 63214895 block pushing puzzles can be found. You mixed them up. Really happy to see Soul Reaver featured here.
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Kally Wally Whoops! Apologies for that, this is why I shouldn't record audio when tired!
@jontiways
@jontiways 8 жыл бұрын
+ClassicGameJunkie Can you do these more often? they're great!
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+jontiways I really wish I could, they just take a lot of time to put together! Hopefully I'll have the next one up soon!
@jontiways
@jontiways 8 жыл бұрын
+ClassicGameJunkie I can understand that, They're just so damn interesting, just how you break it down, its so damn clear. Totally appreciate all of this. :)
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+jontiways Thank you for the kind words!
@3333218
@3333218 8 жыл бұрын
Keep up the good work! This is one of the best series on youtube so far!
@StevenatorPC
@StevenatorPC 8 жыл бұрын
Just found this channel, watched every single video already, keep them up I love it
@Rlowe247
@Rlowe247 8 жыл бұрын
How about Portal's portals?
@SyntekkTeam
@SyntekkTeam 8 жыл бұрын
Great Job. I'm a big fan of your videos, I've just finished watching all the ones you have so far. I look forward to seeing what you come out with in the future.
@kurtiwaldo
@kurtiwaldo 7 жыл бұрын
I'm really impressed with Shenmue's NPCs and their in-built GPS, would love an episode about that. Great work btw.
@LOOMING_WRAITH_OF_BAD_OMEN
@LOOMING_WRAITH_OF_BAD_OMEN 6 жыл бұрын
And now you've won me even more by doing a video on Soul Reaver.
@JumpCutThoughts
@JumpCutThoughts 8 жыл бұрын
I wonder where you have been the last few weeks! Great video as always!
@justinbarrios7443
@justinbarrios7443 8 жыл бұрын
Please never stop making these
@AporiaLester
@AporiaLester 8 жыл бұрын
First of all, GREAT KZfaq Channel! Your channel is rly rly amazing. Your video on the Eyes in Twilight Princess helped us so much! I also have a suggestion, but I don't know if this one reaches too far or not, sry if it does : I'm really curious about the particle effects in the Kingdom Hearts series. The games effects and particles during attacks and spells are really standing out and look so impressive. Maybe it's possible to learn how these are done :O
@Master-Mo
@Master-Mo 8 жыл бұрын
As always very interesting stuff! Great job.
@UnicyclesGameRoom
@UnicyclesGameRoom 8 жыл бұрын
I've never played this game, so it was interesting to see such a neat mechanic I wasn't aware of! Great stuff, as usual.
@Eddierayilerjr
@Eddierayilerjr 8 жыл бұрын
it may feel dated by today's standards but the voice acting, writing and story is some of the best of the time. This along with the second one and defiance make an amazing story. there are five games but the soul reaver and defiance games are the highlights. they were written by the same woman who wrote for the uncharted games. only these were far darker and not light hearted. it's like a quality in line with both games but complete opposite moods. This is what real vampires are. Lol
@SharabTi
@SharabTi 8 жыл бұрын
I'd love to see an episode about how you can see through portals in Valves' Portal
@TennelleFlowers
@TennelleFlowers 8 жыл бұрын
How did they do the art style in okami?
@iamkirkos
@iamkirkos 8 жыл бұрын
Awesome video! Thanks
@DieysonGomesCC
@DieysonGomesCC 2 жыл бұрын
I'm very late to the party, but... I thought it had two overlapped maps that loaded onto each other interchengeably. Nice to see the world itself was animated. It's way less resource intensive than loading and unloading between two maps. Great video!
@themeangene
@themeangene Жыл бұрын
yeah the animation technique is nowadays known as morph targeting. it's used for blinking eyes in most modern games
@yonvolt
@yonvolt 8 жыл бұрын
basically any visual effect in metroid prime, be it the rain and mist and static on the camera or the different renders for the thermal x-ray etc. visors.
@averageslytherinperson6154
@averageslytherinperson6154 4 жыл бұрын
0:53 it s the OTHER WAY ROUND. the spectral allowes you to pass through gates and bars, and the material realm is just the real world. Actualy frame 1 and the original landscape of the world is the spectral realm since raziel mainly lived in the spectral realm and started the game in that realm. Later in the game, he discovers portal to the material world which changes the landscape. The same happened in Defiance.
@Zeithri
@Zeithri 7 жыл бұрын
Ooh! I was trying to understand how the heck they did this as my theory was always " _Did they have two identical maps that just changed opacity as they changed or.._ ", and just the other day I was reading the old interview about it and still scratched my head. But this video just really explained it so much easier for me! But what about the light sources? Great video ^_^
@mene1in
@mene1in 7 жыл бұрын
thanks for your informative series! if you're still wanting to make more, please look into the breakable holographic glass in the newest Prey. i've been trying to make an effect like that and thought it was impossible until the newest Prey came out.
@Lakitwo
@Lakitwo 8 жыл бұрын
You should do an episode on the lighting in games like Paper Mario on the N64 or Skullgirls. The characters are 2-D sprites, but they are effected by the light in the 3-D world.
@nosapian677
@nosapian677 8 жыл бұрын
I would love to see a video on the world progression of Dark Souls. I'm obviously not a game designer, but my understanding is that you are able to travel throughout the majority of the world without loading screens due the game's code pre-fetching assets in the background. Apparently, that's why some areas in the game (i.e: Blight Town) have had issues with frame-rate drops, it's a problem that FromSoftware still has with some of their current games. Their areas are so dense with detail that the pre-fetching can sometime cause dips in framerate, but I was wondering if that rumor was true. I'd also be interested in understanding how they were able to give Okami it's visual style.
@LecrazyMaffe
@LecrazyMaffe 8 жыл бұрын
I love this video series. Please more :)
@Shad_Rach
@Shad_Rach 8 жыл бұрын
You could do a video on telescopic sights in first person shooters. More specifically how the laser dot only appears when in iron sights, but never when hipfiring. Feels like they've gotten way more advanced from just putting a transparent texture inside it.
@JohnnyEscopeta
@JohnnyEscopeta 8 жыл бұрын
How did Rockstar create an endless map in GTA: San Andreas? You could fly towards the sea forever without hitting any kind of invisible wall and actually getting further and further away from the island.
@Minchken
@Minchken 5 жыл бұрын
It's not endless, the way games work is by loading the shit that is seen, and not loading what's not seen. Eventually the engine would have run out of calculations and you will hit an end, or crash before that.
@SephirothinLEGO
@SephirothinLEGO 8 жыл бұрын
how did they make the sand in journey?
@angryscientist01
@angryscientist01 7 жыл бұрын
I have always wondered about how they managed to pull off the dismemberment in the soldier of fortune games. (I would also want to know about destructible environments in games.)
@joshbogart6145
@joshbogart6145 7 жыл бұрын
Where did you go?? This is such a cool channel!
@abystus
@abystus 8 жыл бұрын
Please do one on Pocket Tank's destructible terrain.
@Robzter117
@Robzter117 8 жыл бұрын
Can you do a video on the music combos from Mother 3?
@charlesstrickland7322
@charlesstrickland7322 8 жыл бұрын
How did they do the never ending stairs in Super Mario 64?
@nVinter
@nVinter 8 жыл бұрын
We want more!!!
@Hyperion-5744
@Hyperion-5744 Жыл бұрын
Shifting into the spectral realm is one of legacy of kain's most interesting features.
@Torbulous
@Torbulous 8 жыл бұрын
Can you do some stuff on lighting and shading? Specifically Ocarina of Time's lighting. such as the light casting from the fairy. Also I'd still like to see cloaking effects link from the Smash Bros series.
@jetstreamjackie3437
@jetstreamjackie3437 8 жыл бұрын
Could you do an HDTDT on the portals in Spyro 1? I've always wondered how those worked
@thepuzzlemaster64
@thepuzzlemaster64 8 жыл бұрын
Here's something that I'm pondering at the moment: how did they make parallax scrolling on the NES, because if remember correctly the NES only has 1 scrolling layer. Certain games that do this are: Battletoads, Kirby's Adventure, Mega Man 6 and a couple others that I can't remember off the top of my head
@SianaGearz
@SianaGearz 4 жыл бұрын
There are at least two ways to do this. One way is linewise scrolling, where you have say cloud layers or ground layers that needs to scroll at different speeds - you simply register a line interrupt handler, and in this interrupt handler routine assign the playfield X scoll register to a corresponding value per line or per section from a table that you computed earlier. You will see this in Battletoads and in one place in Kirby near the end of the game, and in MM6 at the Tomahawk stage outdoors. Resetting the XY scroll registers in line interrupt handler is also how all those huge MM6 bosses against black background move. They are much too wide for more or less flicker free sprite graphics, so they are in the background layer. Other way is tiled scrolling, using MMC3 mapper chip or a more powerful mapper chip in the cartridge. The mapper partitions CHR ROM presented to the NES graphics processor, 8K in size, into several smaller sections, and allows to map them each to a location within a much larger physical ROM chip. You part out the smallest page you can, like 1KB, and put the parallax graphics in there, and duplicate them 8 times at different rotations in the ROM chip. So every time you need to shift the tiled parallax section compared to the rest of the background, you just tell the mapper chip to remap the part of the CHR ROM to a new location. It gets a bit complicated at times, but the basic idea is this same one. Also MMC3 and similar mapper tricks are the ONLY way to do large scale background animation, as happens all across Kirby and here and there in MM6, because you simply can't rewrite the tile map nearly quickly enough, as it's on a heavily contended and weirdly synchronised port, so almost every time you try to write there, your CPU simply stops until the write can succeed.
@renanrodrigues85
@renanrodrigues85 8 жыл бұрын
Eagle sight, Assassin's creed.
@lerusius
@lerusius 8 жыл бұрын
I have a suggestion, the cloth effect in puppeteer.
@jacilony
@jacilony 8 жыл бұрын
How about the customization and body part removal in mech games? (Front Mission for PSOne for example.)
@Roxor128
@Roxor128 7 жыл бұрын
I wonder if this is the same technique used in Grimm for what happens as you convert stuff from the light to dark forms?
@Mrwatsizface
@Mrwatsizface 8 жыл бұрын
How did they do the motion blur on the characters in fighting layer?
@UltimateCerberus
@UltimateCerberus 8 жыл бұрын
Make a video explaining how they made the stars at night in Twilight Princess and the "heat" effect in Mario Sunshine, pls!
@11nephilim
@11nephilim 7 жыл бұрын
I'm curious about how they managed to let the player character climb around the colossi in Shadow of the Collosus
@aangiiii
@aangiiii 8 жыл бұрын
Video Suggestion: How did they do the "Deadlock" ability in the FPS game Singularity?
@VarietyGamerChannel
@VarietyGamerChannel 8 жыл бұрын
Interesting.
@renanrodrigues85
@renanrodrigues85 8 жыл бұрын
please explain batman arkham knight(PC) batmobile slowdown bug.
@bebibroly5
@bebibroly5 8 жыл бұрын
How did they do the temporal clank challenges in R&C a crack in time
@renanrodrigues85
@renanrodrigues85 8 жыл бұрын
Please make a video, about f.e.a.r granade effect.
@BeeFhGhost
@BeeFhGhost 8 жыл бұрын
Omega Boost movement on the ps1?
@BryceDixonDev
@BryceDixonDev 7 жыл бұрын
Next episode when.
@LegendofZubin
@LegendofZubin 8 жыл бұрын
How did Xenoblade Chronicles pull of the visions during combat?
@Tatjana_L.
@Tatjana_L. 8 жыл бұрын
I don't really understand ...? Do the worlds exist on the same map? How are different puzzles connected? (I don't know the game, but it's sounds very interesting.)
@Skullivon
@Skullivon 8 жыл бұрын
+Tatjana L. As I understand it, the whole world model changes, and its collision goes with it. Both worlds don't exist on the same map - they ARE the same map, the model (and its collisions) just animates to a new shape. There's one puzzle early on where you stand on one end of a scale in the material realm, then switch to the spectral realm and use the other end of the scale as a platform, since objects (i.e. Raziel's body) in the spectral realm can't affect objects in the material realm. Most of the puzzles work like this - do something in the material realm, move somewhere in the spectral realm. And of course, push blocks. Push so. many. blocks.
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Kally Wally Yes this is correct, I would have gone into how the collision works but research never led me to a definitive answer!
@freddyready8756
@freddyready8756 8 жыл бұрын
+ClassicGameJunkie can see it being tricky and not for runing meshes (holes, disconnected and falling off enemies) and all the "sections" had an animation? and how about more? and so on that could be intressting.
@brandonraglow6899
@brandonraglow6899 8 жыл бұрын
Hey I was wondering what is the game that you talk about and show a lot are you making it currently
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Brandon Raglow Clive 'n' Wrench!
@filiplaskovski9993
@filiplaskovski9993 5 жыл бұрын
This game scared the shot out of young me
@puffythedestroyer8878
@puffythedestroyer8878 7 жыл бұрын
Detective mode from the batman arkham games?
@renanrodrigues85
@renanrodrigues85 8 жыл бұрын
Please explain uncharted, assassin's creed climbing system
@ridecoastersallday
@ridecoastersallday 8 жыл бұрын
what about Super Paper Mario 2D to 3D effect?
@panthera2
@panthera2 3 жыл бұрын
Prince of persia warrior within
@donavenhollow5709
@donavenhollow5709 8 жыл бұрын
Here's something I've been wondering as a game developer, Dying Light's Parkour mechanic.
@juliantotriwijaya9208
@juliantotriwijaya9208 4 жыл бұрын
so it's not shading but they animate the whole fiking worldXD
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