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Portal 2 developer commentary: Difference between revisions

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m Gel Sounds: added test chamber where it’s found
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m Frankenturrets: added test chamber where it’s found
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=== Frankenturrets ===
=== Frankenturrets ===
{{Quotation | Matt Charlesworth
{{Quotation | Matt Charlesworth, Test
| The Frankenturrets were an attempt to show one of the ways Wheatley has been spending his time since he threw the player down into the Underground. Using his limited brain, it didn't seem like he could have come up with a lot, so the idea of using objects he'd have access to seemed appropriate. The turret and the cube are the two most iconic portal objects and the frankenturret is little more than a crude combination of those two objects.  The hermit crab animation when you pick the cubes up began as a necessity because we really needed to make them act like cubes when you held them. It ended up being so cute that it became a simple job of making the turret widen its eye and shake its head a little, to convey to the player that these things were disrupted, and had no idea who or what they were anymore, and also to make the player feel sympathetic towards their plight. We used a combination of  in game physics pushes and canned Maya animation to allow the player freedom to move them wherever they wanted, line up races between them, or even set them up so they would walk, inevitably to their doom, into a fizzler.
| The Frankenturrets were an attempt to show one of the ways Wheatley has been spending his time since he threw the player down into the Underground. Using his limited brain, it didn't seem like he could have come up with a lot, so the idea of using objects he'd have access to seemed appropriate. The turret and the cube are the two most iconic portal objects and the frankenturret is little more than a crude combination of those two objects.  The hermit crab animation when you pick the cubes up began as a necessity because we really needed to make them act like cubes when you held them. It ended up being so cute that it became a simple job of making the turret widen its eye and shake its head a little, to convey to the player that these things were disrupted, and had no idea who or what they were anymore, and also to make the player feel sympathetic towards their plight. We used a combination of  in game physics pushes and canned Maya animation to allow the player freedom to move them wherever they wanted, line up races between them, or even set them up so they would walk, inevitably to their doom, into a fizzler.
}}
}}