The world of video games is constantly evolving and is beginning to exploit the potentials of virtual reality. But before the game engines like Unity 3D or Unreal Engine, the developers had to do with the means of the edge.
This is the case of Masahiro Sakurai, who created Kirby's Dream Land in 1992. He revealed behind the scenes of the development phase on the occasion of the celebration of the 25th anniversary of the game.
Masahiro Sakurai recalls that at the time, he had to deal with a Twin Famicon from the HAL Laboratory to give life to Dream Land. The hardware includes a Famicon cartridge reader and a floppy drive. However, there was no physical keyboard, but only a trackball and a virtual keyboard on the screen. The work thus became a little painful. "It's like using a bowl to make food," says Masahiro Sakura, adding that Kirby's Dream Land must be 512 kb.
This programming environment was not the most practical, but it allowed a more fluid movement according to Masahiro Sakurai. On the occasion of the latest Game Developers Confererence (GDC), Nintendo teams also unveiled Zelda's design method: Breath of the Wild.
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