Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Portal 2 developer commentary: Difference between revisions

From the Portal Wiki
Dogman15 (talk | contribs)
Singleplayer Commentary: Finished chapter 9
Dogman15 (talk | contribs)
Horrible Accents: fixed link - that darn ampersand
 
(4 intermediate revisions by the same user not shown)
Line 84: Line 84:
=== Flight Paths ===
=== Flight Paths ===
{{Quotation | John Guthrie, [[Portal 2 Chapter 2 Test Chamber 6|Trust Fling]]
{{Quotation | John Guthrie, [[Portal 2 Chapter 2 Test Chamber 6|Trust Fling]]
| The catapult trajectory lines seen here allow us to visualize where the catapult will deliver a player or a physics object. We can differentiate the speed and trajectory for players and other objects.  The yellow lines are for physics objects, and green is the player's trajectory. Sometimes we need to have a different value to accommodate the shape of the objects being catapulted. What works for the player may not work for an object, and vice versa.  For instance, it was common for a box to make it to a ledge while the player would smack into the side and then fall into the slime. The visualization tools helped us debug these types of problems
| The catapult trajectory lines seen here allow us to visualize where the catapult will deliver a player or a physics object. We can differentiate the speed and trajectory for players and other objects.  The yellow lines are for physics objects, and green is the player's trajectory. Sometimes we need to have a different value to accommodate the shape of the objects being catapulted. What works for the player may not work for an object, and vice versa.  For instance, it was common for a box to make it to a ledge while the player would smack into the side and then fall into the slime. The visualization tools helped us debug these types of problems
}}
}}


Line 118: Line 118:


=== Rattman’s Den ===
=== Rattman’s Den ===
Note: This commentary node, hidden in a [[Doug Rattmann#Known dens|Rattmann Den]], must be deciphered using the same methods used during the [[Portal ARG]] and [[Portal 2 ARG]].
Note: This commentary node, hidden in a [[Doug Rattmann#Known dens|Rattmann Den]], must be deciphered using the same methods used during the [[Portal ARG]] and [[Portal 2 ARG]]. Rattman's Den commentary node is encoded as SSTV, containing three presentation slides.
{{Quotation | Adam Foster, [[Portal 2 Chapter 3 Test Chamber 17|Pull the Rug]]
{{Quotation | Adam Foster, [[Portal 2 Chapter 3 Test Chamber 17|Pull the Rug]]
| Portal 2 Announcement ARG
| Portal 2 Announcement ARG
Line 150: Line 150:
=== Horrible Accents ===
=== Horrible Accents ===
This commentary node only appears after Wheatley shuts the lights off.
This commentary node only appears after Wheatley shuts the lights off.
{{Quotation | Erik Robson, [[Portal 2 Chapter 4 Test Chambers 21 & 22 (Escape)|Jailbreak]]
{{Quotation | Erik Robson, [[Portal 2 Chapter 4 Test Chamber 21 (Escape)|Jailbreak]]
| The breakout sequence here was originally a lot longer, involving Wheatley talking to you in a horrible American accent, assuming GLaDOS can't hear him. Simultaneously, we'd have GLaDOS commenting on the entire ridiculous exchange, because of course she can hear him. When we playtested the concept, every player made a beeline for the opening. So we either had to ditch all the dialogue or figure out a reason for the player to stand around for five minutes even though they could escape at any time. We ditched the dialogue.
| The breakout sequence here was originally a lot longer, involving Wheatley talking to you in a horrible American accent, assuming GLaDOS can't hear him. Simultaneously, we'd have GLaDOS commenting on the entire ridiculous exchange, because of course she can hear him. When we playtested the concept, every player made a beeline for the opening. So we either had to ditch all the dialogue or figure out a reason for the player to stand around for five minutes even though they could escape at any time. We ditched the dialogue.
}}
}}
Line 330: Line 330:
{{Quotation | Phil Co, Finale 4
{{Quotation | Phil Co, Finale 4
| We wanted to be scientifically accurate in this puzzle, figuring that there'd be a slight delay before you'd see a portal on the moon, since light takes 1.4 seconds to travel the distance. But playtesters would shoot the moon and instantly turn away, thinking nothing had happened. They didn't realize they actually had shot the moon. We tried and rejected a few different approaches to communicate the effect, including a cheat involving quantum entanglement, before settling on the current solution to this problem.
| We wanted to be scientifically accurate in this puzzle, figuring that there'd be a slight delay before you'd see a portal on the moon, since light takes 1.4 seconds to travel the distance. But playtesters would shoot the moon and instantly turn away, thinking nothing had happened. They didn't realize they actually had shot the moon. We tried and rejected a few different approaches to communicate the effect, including a cheat involving quantum entanglement, before settling on the current solution to this problem.
}}
=== ARG ===
<!--Need to re-examine this node to find its location.-->
{{Quotation | Adam Foster
| While making Portal 2, we explored our way through vast quantities of reference material. Inspirations included photos of NASA’s Apollo and Shuttle programs, CERN’s particle accelerators both modern and obsolete, industrial robots, derelict Soviet space shuttles, overgrown temples, Brussels metro stations, seedy American motels, junkyards filled with rocketry equipment, Chinese apartment blocks under construction, Polish shipyards, neutrino detectors deep underground in nickel mines, corporate headquarters from a variety of eras, commercial nuclear reactors, experimental fusion reactors, rain-sodden book depositories in Detroit, peculiar cameras, forgotten space probes, you name it.
}}
=== Cubes V. Spheres ===
<!--Need to move this to co-op.-->
{{Quotation | Matthew Scott
| Weighted spheres first appeared in one of Portal 1's advanced chambers. For Portal 2, we accidently made them bouncy and it was too much fun chasing them to change it. In co-op, we wanted players to use teamwork to catch an object, and while a cube might have landed safely, a sphere will bounce and roll out of bounds. So, in this chamber we drop a bunch of spheres as a fun visual reward, and we wanted to trick players into saying 'balls' over the microphone.
}}
}}


Line 358: Line 346:


=== Airlocks ===
=== Airlocks ===
This node opens up the airlock to the next area, and is the only way to continue forward in commentary mode.
{{Quotation | Garret Rickey
{{Quotation | Garret Rickey
| Airlocks were introduced mainly as a way to allow players to focus on individual puzzles.  In some of our early investigations, areas contained puzzles that were meant to be solved as a group, as well as others that were for individual solution.  But we found that if players could move freely between them, they logically assumed that the individual puzzles were part of one big puzzle.  This had bad results.  For clarity, we created these airlock-like spawn rooms that act as checkpoints between puzzles.  Once both players enter the airlock, we lock off access.
| Airlocks were introduced mainly as a way to allow players to focus on individual puzzles.  In some of our early investigations, areas contained puzzles that were meant to be solved as a group, as well as others that were for individual solution.  But we found that if players could move freely between them, they logically assumed that the individual puzzles were part of one big puzzle.  This had bad results.  For clarity, we created these airlock-like spawn rooms that act as checkpoints between puzzles.  Once both players enter the airlock, we lock off access.
Line 373: Line 362:


=== High-Five ===
=== High-Five ===
This node opens up the airlock to the next area, and is the only way to continue forward in commentary mode.
{{Quotation | Matthew Scott
{{Quotation | Matthew Scott
| We noticed that after playtesters had solved a difficult puzzle together, they'd sometimes pause before funneling through the exit door to repeatedly jump up and down in excitement. We realized that these meeting points would be the perfect time to allow players to high-five each other and celebrate their victory in style. Our first interface attempt had one player initiate a high five by holding their hand up and waiting, the other player could join in by selecting the same gesture. If they were standing in the correct positions relative to each other, they would pull off a high five. But learning the correct places to stand was too difficult. So we decided to automatically move the bots into the correct positions for the high five. Sometimes, however, the player who wanted to high five would be left hanging as the other player ran ahead without accepting. Increasing the time that the initiator waited with his hand up gave the other player time to return and accept, but being frozen in place for more than a few seconds was too frustrating. So finally, we made players auto-accept the team gestures. Now, when the mood strikes either player, the game always ensures a successful celebration.
| We noticed that after playtesters had solved a difficult puzzle together, they'd sometimes pause before funneling through the exit door to repeatedly jump up and down in excitement. We realized that these meeting points would be the perfect time to allow players to high-five each other and celebrate their victory in style. Our first interface attempt had one player initiate a high five by holding their hand up and waiting, the other player could join in by selecting the same gesture. If they were standing in the correct positions relative to each other, they would pull off a high five. But learning the correct places to stand was too difficult. So we decided to automatically move the bots into the correct positions for the high five. Sometimes, however, the player who wanted to high five would be left hanging as the other player ran ahead without accepting. Increasing the time that the initiator waited with his hand up gave the other player time to return and accept, but being frozen in place for more than a few seconds was too frustrating. So finally, we made players auto-accept the team gestures. Now, when the mood strikes either player, the game always ensures a successful celebration.
Line 464: Line 454:
{{Quotation | Chet Faliszek
{{Quotation | Chet Faliszek
| Writing GLaDOS for co-op introduces some interesting problems.  In single player you can count on players paying attention and being caught up in important moments.  In co-op, you can count on the two players chatting about what they just did as GLaDOS delivers an important line.  To help with this issue, we broke up the story beats into smaller sections so players don’t become impatient. We also repeat the points multiple times to insure the message sinks in even if you missed it a few times.  Lastly, we also give players room to talk.  For example when you die, there is a two second beat for you to laugh or yell before GLaDOS speaks.  It is important to give those places for players to speak because the best part about co-op is the shared experience.
| Writing GLaDOS for co-op introduces some interesting problems.  In single player you can count on players paying attention and being caught up in important moments.  In co-op, you can count on the two players chatting about what they just did as GLaDOS delivers an important line.  To help with this issue, we broke up the story beats into smaller sections so players don’t become impatient. We also repeat the points multiple times to insure the message sinks in even if you missed it a few times.  Lastly, we also give players room to talk.  For example when you die, there is a two second beat for you to laugh or yell before GLaDOS speaks.  It is important to give those places for players to speak because the best part about co-op is the shared experience.
}}
=== Cubes V. Spheres ===
This commentary seems like it should be on {{code|mp_coop_fling_1}} ([[Portal 2 Co-op Course 2 Chamber 4]]), but there is no commentary node available on that map, and this map cannot be selected from the commentary menu.
{{Quotation | Matthew Scott
| Weighted spheres first appeared in one of Portal 1's advanced chambers. For Portal 2, we accidently<sup>[sic]</sup> made them bouncy and it was too much fun chasing them to change it. In co-op, we wanted players to use teamwork to catch an object, and while a cube might have landed safely, a sphere will bounce and roll out of bounds. So, in this chamber we drop a bunch of spheres as a fun visual reward, and we wanted to trick players into saying 'balls' over the microphone.
}}
}}