In January this year, the doctor shared the article "The Assassin's Creed game series was originally intended to launch three generations of works, but the ending was unexpected." In order to write a paper, a doctoral student contacted Patrice Désilets, the main person in charge of the Assassin's Creed series, and Alex Hutchinson, the creative director of Assassin's Creed 3, and got many secrets related to the game, such as: at the end of the original story, the protagonists Desmond Myers and Lucy Steelman will fly to the universe in a spaceship!
In addition to the above revelations, there are actually many small secrets hidden in "Assassin's Creed". The doctor recently noticed that a staff member who had participated in the first generation of Assassin's Creed broke the news online that this stealth game released in 2007 has many unknown secrets, such as: the mount in the first generation directly applied the "twisted and stretched human character skeleton" and so on.
Game developer Charles Randall recently talked about many things about Assassin's Creed in his personal account. They encountered many technical problems when developing mounts. When designing horse modules, developers found that the tools they used were only suitable for human bones designed in the computer graphics software 3dmax. How to design horses with human character skeletons?
The method is always more difficult than it is. In the end, with the cooperation of planners, modelers, and animators, they adjusted the human skeleton to the appearance of the horse! I believe that all players have not discovered that the horses in the game are made of human bones, which also shows that the developer's solution is successful! This reminded the doctor of similar cases in other games, such as: in the first generation of R-star, the tanks in the game were actually transformed with ordinary vehicles; in "Fallout 3", the B-soc developers directly used ordinary NPCs when designing mobile trains. As long as the NPC is put on the train's appearance and run directly.
In addition to horses, Charles Randall also talked about Malik Asceff's design secret. Malik was originally an assassin master who was equal to Altay, but because Altay was too frivolous when performing a mission in Solomon Temple, he lost his left arm and younger brother. It is reported that Ubisoft did not have enough budget to create a special character module for the one-armed character Malik, and the final solution was very interesting. The developer made Malik's left forearm shrink infinitely and stuffed it directly into his biceps, making the player look as if he had lost his left arm!
After a series of revelations, Charles Randall also talked about the first generation of Assassin's Creed to prevent players from leaving the play area. Planning usually uses occlusion to plan areas that players can move, but due to technical limitations, the Assassin's Creed team seems to be unable to completelyTo prevent players from breaking through the map boundaries, they finally came up with a trick to solve the above problem, that is, when players use various mechanisms to try, the system will directly let the protagonist Altaïr die suddenly on the spot!
The above three revelations reflect the wisdom of game developers, which is very interesting!