Games

Kirby Devs tricks may change how you view the new 3D game

A cute, plump, pink creature smiles happily at burgers with buns that look like his face.

screenshot: Nintendo

with Kirby and the forgotten land This week, a group of developers from Nintendo and HAL Laboratory debuted on Switch came together to discuss some of the tricks they’ve used behind the scenes to help the eponymous pink puffball gracefully transition from its 2D origins to the long-running franchise’s first-ever 3D adventure.

“[W]Realistically, when it came to directing the game, there were a lot of issues that needed to be resolved,” he said forgotten land Director Tatsuya Kamiyama, a veteran of the HAL lab. “For example, we found that even basic actions like inhaling, spitting, or jumping didn’t work as expected when rendered in 3D just like that. So we looked at Kirby’s behavior in previous games and spent a lot of time thinking about what needs to be done to create a proper mainline kirby Game to enjoy in 3D.”

One particularly hilarious hurdle was Kirby’s nondescript design, which when placed in a three-dimensional space makes it difficult to tell which direction he’s facing.

A graphic showing how Kirby looks almost identical in 3D from left, right and back.

image: Nintendo

As so often, the developers stop Kirby and the forgotten land used several gimmicks to make the experience for players as comfortable as possible. This included fiddling with the parameters that determine whether an attack will hit, which essentially gave Kirby the ability to fully scent movement and still deal damage to enemies when it makes sense given the game’s fixed camera perspective.

“[I]If it looks on screen like an attack “should” hit, we make sure it connects, even if it just misses,” Kamiyama said. “The game respects the player’s perspective by tracking the positions of Kirby and the camera. It then maps an area where attacks appear to land. If an attack is within this range, the attack will hit. This way, even people who aren’t that good at 3D action games can attack enemies without stress.”

Kirby and the forgotten land also includes a small buffer that kicks in when Kirby nears the ground after jumping that allows him to jump again without actually landing, a design element known internally as “fuzzy landing”.

“It can be difficult to adjust your mid-air position and land in 3D games,” Kamiyama said. “Let’s say you’re looking at Kirby from top to bottom. You come down from a jump and immediately want to jump again. You thought you landed and hit the A Button, but you actually didn’t land and ended up floating in the air by mistake. So we made a fuzzy adjustment so that when the A Button is pressed close to the ground, the system treats Kirby as if he’s already landed.”

I don’t know about you, but I love learning design secrets like this, especially when they come from the notoriously secretive folks at Nintendo. All in all, forgotten land Sounds like a big step forward, not only for the series itself, but for its creators’ approach to making it kirby Play as the franchise nears its 30th anniversary. I’m really looking forward to accompanying Kirby on his post-apocalyptic journeys soon.

https://kotaku.com/kirby-forgotten-land-nintendo-switch-hal-laboratory-dev-1848698978 Kirby Devs tricks may change how you view the new 3D game

Curtis Crabtree

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