Tuesday, November 30, 2021

Craft Time: Make A Thanksgiving Day Chocobo Hat

It’s 4pm on Thanksgiving Day. You’re probably stuffed with turkey right now, or in the process of stuffing yourself with turkey, or still waiting to stuff yourself with turkey. (If you ate ham, get the hell out of here.) You know what that means? It’s time to make hats! Making turkey hats is an old Thanksgiving tradition. It’s not hard to see why; turkey hats combine two of our favorite things: food and fashion. Hats also make your head look bigger, which will convince people that your brain is huge. People who wear hats are often the life of the party. Need proof? Check out this picture of Spock. Boy what a boring guy. Now, what if we throw a hat on him? Instant party animal! You too can be this guy. But instead of making the traditional Turkey hat for Thanksgiving, why not make a hat using gaming’s first bird: the Chocobo. Read on to find out how. Making Chocobo hats is a fun family affair. It’s also practical. If that annual post-meal brawl breaks out, you’ll already be armed with scissors. Here’s what you’ll need to get started: Construction paper (all colors) Scissors Glue (edible) The unspoken disgust of your older cousins Kenny Loggin’s Top Gun Soundtrack Begin by cutting a piece of yellow paper into a large circle (don’t worry it can’t feel anything.) This is what a circle looks like: Next, cut out a beak and some eyes. Here is what you’re aiming for: If your uncle begins screaming about how his ex-wife wrecked his boat or your nephews start a backyard wrestling match in the living room, crank up Kenny Loggin’s "Danger Zone" and shut out the sound of smashing dishes. Next: putting it all together. Families can be hard. Is your mom screaming at you to take out the garbage? Is your Dad yelling at you, because he doesn’t want you to cut off all the cat’s hair? Is some old man complaining that you broke into his house and stole his war bonds? Ignore them. They don’t understand you. You’re an artist. You need those war bonds to make your Chocobo hat. It’s time to put the whole thing together. Glue your beak and eye to your circle and then affix the whole Chocobo head to another piece of paper (or war bond) and wrap it around your head. Feel free to add a few little extra details to your hat. Really make it your own. Add some extra tuffs off hair or a ruffled brow. If your Chocobo is filled with friendship and magic, add some glitter. If you’ve followed our instructions carefully, you should end up with something like this: *Results may vary There you have it. You are now free to experience the true joys of Thanksgiving. Throw away the unused scraps of paper (ignore their cries for mercy; they weren’t good enough to make the cut.) Now, go have some pie and hug your grandma – not only will she be freaked out by your new hat, she’ll won’t know what to make of this random affection. And remember, if you get bored later, you can always make Chocobo hats for your pets.

    Latest Posts

    The birth of Deathloop’s powerful kick

    Our team at Arkane has always loved a good kick. In fact, we’ve been looking for ways to get it back into our games for a while. We liked the Dark Messiah kick very much, but there was no real need for it in Dishonored as other systems were serving the same purpose. Finally, in Deathloop, we had our chance to resurrect it. We decided with this game we were going to expand on the melee combat by adding new tools and moves. Thus, we revived the kick.

    The birth of Deathloop’s powerful kick

    The kick has gone through a lot of testing and evolution. I remember our earliest discussions were all about which kind of kick is the best kick. Dinga [Bakaba, game director] and I both practice different martial arts, so our coworkers would often see us talking about and performing front, back and rotating kicks. (No one was harmed in the process.)

    The first code implementation was done by Gameplay Programmer Pierre-Adrien Branche. When we finally got it into the game, we did a lot of testing with animators to have the kick look good in both first- and third-person. We tried different legs, size, leg orientation… You name it, we probably tried it. We experimented with different kicks, like a low kick when aiming below the horizon and a (very cool) flying kick, but that one became useless when we decided that the regular kick would just shove an NPC.

    First early development Deathloop kick implementation

    Here to help explore Colt’s calamitous kick with me is Jérôme Braune, game systems designer.

    Braune: In these comparison images, you can see that in an early version of the kick the foot orientation was different and the leg was displayed more in the center of the screen. To free some space and prevent visual noise around the crosshair, the leg position and foot orientation was later moved further to the right. 

    Foudral: When we were finally happy with the visuals of the kick, a lot of work was put into making it responsive and easy to use in all situations. We had a lot of rules in place: it should never block the player controls; It should be powerful without being overpowered; etc. There was a lot of back-and-forth between the programmers and animators to make it work. (A lot of NPCs were harmed in the process.)

    Braune: There was a whole balancing act when we were working on making sure the kick wasn’t too powerful. We didn’t want the player to get rid of enemies too easily in combat, so we established a new rule. On unaware enemies, one kick will make them fly away, but on aware enemies a single kick will simply knock them off their balance. Then a second kick performed within a short timeframe would make the enemy go flying. We love that the kick also gives a bit of an incentive for stealth as a cool “you didn’t see this coming” bonus attack. 

    If you played Dishonored and Dishonored 2, you know we love playing with ragdoll physics. The kick feature really emphasizes this love. Animation Director Damien Pougheon made some great ragdoll kick poses and animations that could be driven nicely by physics. Gameplay Programmer Emile Jonas provided a way to edit data easily for the impact on NPCs. To achieve the perfect results, we applied some linear velocity (for the strength of the impact) and angular velocity (to make the body spin a bit). With animations and impulses tweaked, it all came together to make the kick super dramatic.

    Foudral: There was also a lot of testing done with inputs to see what felt the most intuitive. We treated the kick like a weapon; the “trigger” is on the camera side of the gamepad, like we would do for a gun. We ended up mapping the kick to the right stick so it could be triggered quickly in the context of a moment of panic. 

    Braune: Just for fun, we even developed a system that detects when an NPC is near a ledge or breakable item, so they’re automatically pulled toward it. We knew this game system would have some comedic potential, but actually seeing it in the hands of the players… it’s just a totally new level of awesomeness for us.

    Foudral: In the end it was a good design lesson, and one that showcases something we hold true for all Arkane games. Things need to be cool, but above all they need to have a purpose. And what better purpose is there than giving players the chance to kick someone off a cliff?

    Wield Colt’s devastating kick for yourself in Deathloop, alongside an arsenal of powerful weapons and reality-warping powers. Dive into the action-packed timeloop FPS, available now on PS5.

    By PlayStation Official blog (blog.playstation.com)

    Latest Posts

    Don't Miss

    Get notified on updates    OK No thanks