Game Development Community

SOTC Techniques and open scource

by Eric · in General Discussion · 06/20/2006 (11:29 pm) · 4 replies

Hi. My name is Eric. I want to start off by saying Shadow of the Colossus is in my opinion one of the best games ever made if not The best. This game does for current gen what Super Mario Bros. did for a dying video game market in the early eighties, in that the quality of the games mechanics and visuals surpass all before it! It brings inovation in the way of character control, character/environment, character/character interation that no game even comes close to except maybe ICO. I would love to see not some of but all of these techniques make it into some open source code.
Come on you programming geniuses, teach yourselves these techniques while giving to the open source community. Im in my 1st year of applied computer science so this is over my head. I know everyone will find the explination of these techniques facinating, programmer or not! You can read a translated interview with the dev team of SOTC here: http://www.dyingduck.com/sotc/making_of_sotc.html It is a great read. We need more games that allow you to feel the world in which the character "lives". Shinny, glossy, and sparkly do not = great game, Come On! eg, Moto GP vs Tourist Trophy.

-P.S. This is why ps2 bully's xbox. Ha Ha. Really. I had ps2, it broke, baught xbox, sold it, baught another ps2. Had a blast with the xbox but the ps2 is where it's at. The End.

#1
06/21/2006 (4:12 am)
'Seen that six months ago. Nice read.

Too bad they don't give any hint on how the terrain tech. That's no heightmap, for sure, supporting all nice kinds of geographic features (overhands, caves, etc..) without texture stretching. I'd love to know how it was done.
#3
06/21/2006 (4:47 am)
@Eric

Excellent article! Thanks for pointing it out.
#4
06/21/2006 (7:16 am)
Thats an amazing article, been combing over it, really cool