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My talking tom 2 is weird
My talking tom 2 is weird






my talking tom 2 is weird
  1. #MY TALKING TOM 2 IS WEIRD SOFTWARE#
  2. #MY TALKING TOM 2 IS WEIRD CODE#
  3. #MY TALKING TOM 2 IS WEIRD PC#
  4. #MY TALKING TOM 2 IS WEIRD SERIES#

Nothing is ridiculous and nothing is too much work if we think it will delight our users. We try to make the most of the playful mentality on our team, so we all get to be game designers if we’ve got the right idea.

my talking tom 2 is weird

But for that to happen, someone has to create all those little spicy bits of animation. Our users love it when characters react in fun and unexpected ways. To be honest, this is always a challenge in our games, since they’re quite heavily based on animation. Because we can’t afford to make a game that’s over a few hundred megabytes in size and we can’t release something only the newest phones can run. But on mobile, we have to treat every megabyte of data like it’s sacred.

#MY TALKING TOM 2 IS WEIRD PC#

For PC or console games, it’s not that big of a deal, just bloat the game, the system can handle it.

#MY TALKING TOM 2 IS WEIRD SOFTWARE#

And that means we did our job the right way! Too many sounds and animations to fit inīy Rok Kompan, Principal Sound Designer, and Aleksander Gregorka, Senior Software Engineerīuilding a behavior algorithm that allows billions of different character interactions is all well and good, until you start thinking about all the sound and animation that would take. When our users play the game, these are things they take for granted. No weird glitches, no awkward transitions, no characters walking through each other or staring blankly at walls. And the choices make sense! Because the algorithm is connected to the animation system, it all looks seamless too. Our characters can now make choices on their own.

#MY TALKING TOM 2 IS WEIRD CODE#

You can’t code all of these situations yourself, there are way too many variables and possibilities. If one of them is in the bathroom, the others won’t just walk in on them, even though their basic needs may tell them to. If characters are standing closer to each other, there’s a higher chance they’ll start talking. Our new behavior algorithm is there, essentially, to make the game natural. It would probably work to some extent, but it would be chaos. However, in MTTF, there are so many different factors and interactions that affect the characters’ needs that using simple meters just wouldn’t cut it. That works when you’ve got just one character in the game and the way their needs change depends mostly on your actions.

#MY TALKING TOM 2 IS WEIRD SERIES#

Up to now, we used a simpler method based on “needs meters”, where each character would essentially have a series of sliders that affect their mood and behaviours. To save us a lot of work down the line, we built a behavior algorithm based on utility theory that manages how characters react to each other and their environment and, perhaps most importantly, how all that ties into our animation system. To turn this ambitious vision into reality without sacrificing any of the diversity our design and product teams planned for it, we had to start by supercharging our in-house game engine. we can spend the rest of our lives coding it if we don’t do it the smart way.this game has the potential to go beyond anything seen on mobile before.The first thing we made for this game was a quick and dirty prototype. We didn’t program them specifically to do that though, we just made them smart! When we started testing My Talking Tom Friends, we noticed a funny thing: on random occasions when a character goes to the toilet, they immediately wash their hands afterwards. So let’s kick off with a closer look at that!īuilding an autonomous world for Tom and his Friendsīy Tomaž Skubic, Director of Technology and Aleksander Kašnik Janet, Senior Quality Engineer It’s the technical marvel at the heart of what makes the MTTF game so special. In the first part of this article, Nik Lorbeg already touched on the behavior algorithm we built especially for this game. On their end, they trusted us to deliver excellent technical solutions, even when that required adapting the vision a little bit. We all trusted our game designer, Barbara, and the rest of the team working on the vision. The key to making it happen is simple – a lot of trust, on all sides. But it’s also been one of our smoothest productions ever! But not this time! My Talking Tom Friends is by far the most technically complex project we’ve done so far. Usually, there’s some creative friction along the way – after all, even the best plans don’t always translate 100% when it gets to production time. We’re there from the design phase to the end, working side by side with our game designers, artists, product team and all the other stakeholders.

my talking tom 2 is weird

When we work on a new game, the technical team gets involved right from the start.








My talking tom 2 is weird