The Super Mario Bros. Wonder and Tears of the Kingdom GDC talks are now online | ResetEra
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JB2448

One Winged Slayer
Member
Oct 25, 2017
5,943
Florida

View: https://x.com/akfamilyhome/status/1778624094524899354
gdcvault.com

2D and Tomorrow: How the Developers of 'Super Mario Bros. Wonder' Find New Joy in Creating Classic Side-Scrolling Adventures

Following last year's launch of the Super Mario Bros.TM Wonder game, developers Takashi Tezuka and Shiro Mouri discuss the unique challenge of taking classic side-scrolling Super Mario Bros. gameplay and turning it upside downliterally. The...
gdcvault.com

Tunes of the Kingdom: Evolving Physics and Sounds for 'The Legend of Zelda: Tears of the Kingdom'

Developers of The Legend of Zelda: Tears of the Kingdom discuss structuring an expanded Hyrule around physics-based gameplay and evolved sound design! Join the game's Technical Director Takuhiro Dohta, Lead Physics Programmer Takahiro Takayama,...
 

Nintenleo

Member
Nov 9, 2017
4,208
Italy
The "tunes" section of the TotK talk is legit one of the craziest things I've ever listened to in gaming. Playing through TotK I noticed it sounded amazing, but I had no idea why.
 

Truno

Unshakable Resolve
Member
Jan 16, 2020
4,803
Looks like they were gonna go with a different design for Mario initially

image.png
image.png


Seems more akin to classic Mario art

Yoshihold.jpg
 
Oct 27, 2017
42,700
Looks like they were gonna go with a different design for Mario initially

image.png
image.png


Seems more akin to classic Mario art

Yoshihold.jpg
I can't decide if I'm disappointed or not. I like what they did and how even though it's not the old school art style it's at least as expressive as it was, but knowing there was even a possibility of getting it as is in a modern 2D Mario, but they decided against it, saddens me a bit
 

cooljeanius

is trying to make stuff happen
Member
Oct 27, 2017
146
Concord, NH
OK so this "Eyring's Reverberation Time Equation" is somehow managing to send me down a Wikipedia rabbit hole despite not actually having its own article itself
 

RedDevil

Member
Dec 25, 2017
4,120
Gotta love that Koji Kondo came up with the idea of a Wonder Effect making the graphics become realistic the music just be a tune Mario was humming then that became the basis for the for the Sound Off? badge.

I can't decide if I'm disappointed or not. I like what they did and how even though it's not the old school art style it's at least as expressive as it was, but knowing there was even a possibility of getting it as is in a modern 2D Mario, but they decided against it, saddens me a bit

Maybe it was harder to make him as expressive, also some of that prototype footage only shows Mario and may be have been too early into development, it probably got harder to make everybody else consistent.
 

unicornKnight

▲ Legend ▲
Member
Oct 27, 2017
13,154
Athens, Greece
I can't decide if I'm disappointed or not. I like what they did and how even though it's not the old school art style it's at least as expressive as it was, but knowing there was even a possibility of getting it as is in a modern 2D Mario, but they decided against it, saddens me a bit
Maybe they didn't want to go all the way immediately. Maybe their next 3d game is closer to that design.
 

LumberPanda

Member
Feb 3, 2019
6,289
With all the work they've put in to making just about everything run on physics systems in Tears of the Kingdom, it's hard not to think that all this tooling could significantly streamline development of their next game.

Like even if they don't want ultrahand specifically in their next game, or even if they don't want to go open air anymore, just about any Zelda-esque item could be constructed with these rules and be close to just kinda working out of the box. A grappling hook just needs to fire a projectile, attach to the hit object, and then apply a velocity to Link parallel to the chain - all of which are built-in now. The primary dedicated work I can think of is just spawning/despawning chains, and giving Link an animation for when he's being pulled. Then most of the sounds could be handled by their material system.
 

Zyrokai

Member
Nov 1, 2017
4,243
Columbus, Ohio
With all the work they've put in to making just about everything run on physics systems in Tears of the Kingdom, it's hard not to think that all this tooling could significantly streamline development of their next game.

Like even if they don't want ultrahand specifically in their next game, or even if they don't want to go open air anymore, just about any Zelda-esque item could be constructed with these rules and be close to just kinda working out of the box. A grappling hook just needs to fire a projectile, attach to the hit object, and then apply a velocity to Link parallel to the chain - all of which are built-in now. The primary dedicated work I can think of is just spawning/despawning chains, and giving Link an animation for when he's being pulled. Then most of the sounds could be handled by their material system.

This is what I'm hoping for as well! Like….they have to know the next Zelda game can't come out in 6 years. It has to release within the first two years of Switch 2 especially with its new heightened popularity and being a system seller.
 

HockeyBird

Member
Oct 27, 2017
12,582
With all the work they've put in to making just about everything run on physics systems in Tears of the Kingdom, it's hard not to think that all this tooling could significantly streamline development of their next game.

Like even if they don't want ultrahand specifically in their next game, or even if they don't want to go open air anymore, just about any Zelda-esque item could be constructed with these rules and be close to just kinda working out of the box. A grappling hook just needs to fire a projectile, attach to the hit object, and then apply a velocity to Link parallel to the chain - all of which are built-in now. The primary dedicated work I can think of is just spawning/despawning chains, and giving Link an animation for when he's being pulled. Then most of the sounds could be handled by their material system.

I'm hoping they just continue to build on their engine. It's already doing amazing things. Just keep expanding upon it. Listening to the developers react to the presentation reminded me of when Valve first showed off the physics for Half-Life 2. What they built for BOTW and TOTK is just so versatile.

They already said that Ultrahand specifically won't return. But I do think there's a high chance that the picking up objects function of Ultrahand just opens up a lot of doors for creativity, even if you're not fusing objects together.
 

TonyBaduy

Member
Oct 11, 2020
2,352
Mexico
With all the work they've put in to making just about everything run on physics systems in Tears of the Kingdom, it's hard not to think that all this tooling could significantly streamline development of their next game.

Like even if they don't want ultrahand specifically in their next game, or even if they don't want to go open air anymore, just about any Zelda-esque item could be constructed with these rules and be close to just kinda working out of the box. A grappling hook just needs to fire a projectile, attach to the hit object, and then apply a velocity to Link parallel to the chain - all of which are built-in now. The primary dedicated work I can think of is just spawning/despawning chains, and giving Link an animation for when he's being pulled. Then most of the sounds could be handled by their material system.
That system will keep getting worked on and they'll keep adding complexity to it since they seem to want to go above and beyond. Things that were too hard to simulate on Switch hardware will be feasible on the Switch 2. What they come up with will be mindblowing for the industry again I think.
 

tata toothy

Member
Dec 24, 2017
884
I really want a new 2D Zelda by Takashi Tezuka and Shiro Mouri's team. Let's see what they can do with their 2000 ideas brainstorming philosophy with Zelda.
 

HockeyBird

Member
Oct 27, 2017
12,582
I just finished watching the Zelda presentation. Truly impressive stuff. I would almost feel intimidated if I was a developer in that presentation. The team had some great insight to share but those videos and clips they had to show off the physics interactions almost feels like they were flexing to their fellow developers lol.