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A Peek Through Portal's Walls
Posted by
Zonk
on Thu Nov 01, 2007 10:32 AM
from the i'm-telling-you-the-cake-she-is-a-lie dept.
from the i'm-telling-you-the-cake-she-is-a-lie dept.
John Walker, of Rock, Paper, Shotgun, had the chance to chat with some of the principal folks behind Valve's most excellent puzzle/shooter hybrid Portal. He comes away with the goods from lead designers Kim Swift and Jeep Barrett, who discuss their momentous hiring by Valve, the evolution of Portal from Narbacular Drop, and the origins of the Weighted Companion Cube. Walker also talks to Erik Wolpaw, who not only wrote Portal but was co-writer on Psychonauts and the site Old Man Murray (back in the day). From that discussion: "Valve talks a lot about 'collective design process this' and 'collective design process that' to the point where, if I were me before I worked here and stopped swearing so much, I'd be like, this is some fake-ass marketing-ass Bigfoot-ass legendary bullshit. But, honest-to-God, I've seen it with my own eyes. Valve is the most collaborative creative environment I've ever heard of much less experienced. So the [Team Fortress 2] shorts grew out of basically everyone at Valve's desire to see these awesome TF characters put through their paces outside the constraints of the game. We did the Heavy as a proof of concept, and kind of freaked ourselves out, and then immediately decided to move ahead with the other eight."
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Examining Portal's Teleportation Code 278 comments
Gamasutra is running a story deconstructing the mechanics of Portal's teleportation programming. They present a snippet of Portal's code and a downloadable demo. They ran another article in this series earlier this year with an analysis Mario Galaxy's unique take on physics. We've discussed the development of Portal in the past.
"Teleport mechanics in video games are nothing new. Puzzles from the original Gauntlet were memorable -- and more than likely, that wasn't the first game to use teleportation as a gameplay mechanic. The difference between Portal and all those that came before it is that Portal's teleportation acts as a frictionless tube between point A and point B. Physics are still hard at work inside the frictionless tube. Instead of simply repositioning an object from point A to point B, the player enters point A with full velocity and exits point B with the same speed, but moving in a new direction."
Update: 8/26 at 19:37 by SS: Dan notes that the code was not directly from Portal; it was written to approximate Portal's physics.
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Cake (Score:5, Funny)
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Re:Cake (Score:5, Funny)
The summary is a lie!
The summary is a lie!
Parent
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RTFA this one is a must read! Very informative. (Score:5, Informative)
I loved this game so much the ending song is my ringtone
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Re:RTFA this one is a must read! Very informative. (Score:4, Insightful)
"And the Science gets done,
And you make a neat gun,
For the people who are still alive."
This kind of catchiness can only be the work of dark powers.
Parent
Re:RTFA this one is a must read! Very informative. (Score:5, Funny)
"I've experiments to run
There is research to be done
On the people who are still alive"
(Emphasis is mine)
Parent
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Bill and Ted's...wait (Score:4, Funny)
Anyone else immediately think of Bill and Ted here?
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Of course the number was 69!!!
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Moar Maps!! (Score:4, Interesting)
Better yet, get the Dystopia team into Valveworld
Oh, and for the obligatory Portal joke
Check out what happens when you're NOT playing in Portal
The Turrets visit the Portal Cafe http://picasaweb.google.com/robpoe [google.com]
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First, the level design from a pure gameplay standpoint was beyond abysmal in most cases, you were usually funneled into one chokepoint with one distinct way in, and it was simply bashing your head up against
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yeah (Score:1)
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Eric & OMM (Score:3, Insightful)
If you've never read any of his and Chet's stuff from back in the day on Old Man Murray [oldmanmurray.com], you owe it to yourself to check out some of their features and reviews.
BTW (Score:2, Interesting)
I love that feature! It's like watching a DVD, then turning on the commentary track.
It's amazing how much work they put into this game that you won't even notice (as that was the point of the work).
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In Portal's case, it's wonderful to hear commentary from Ellen McLain herself. I confess I never bothered to know who she was until those commentaries. And now I learn of the past work she's done for Valve. Portal should result in an enormous boost in her notoriety, and IMO she deserves every bit of it for what she did in just that game al
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The first two-thirds of the game is a warm-up (Score:1)
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I'm particularly partial to RenTest2 and Station 1. There are at least 8 maps currently out there that I know of that are well worth downloading and playing.
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The Meta-Cube (Score:2)
WCC, my hat is off to you and your kindred.
I would so go for a WCC T-shirt!
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That's the point. It's ironic, because GlaDOS mentions exactly these symptoms. "We would like to take this opportunity to remind you that the Weighted Companion Cube cannot speak. If the Weighted Companion Cube does speak, we suggest that you disregard its advice."
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Yes.
There are lies, damned lies, and (Score:2)
Weighted Companion Cube vs. Clippy (Score:2)
One thing that Narbacular Drop had over Portal (Score:2)
Although this might have made the game too easy.