Full game was my understanding.but was Luminous Engine meant as a rendering engine or a full game engine? I never understood it
Full game was my understanding.but was Luminous Engine meant as a rendering engine or a full game engine? I never understood it
Maybe we will see it once they announce something that isnt a remaster (Type 0 HD) or old gen game ported up to next gen and prettied up (FFXV)
An insanely huge task that multiple developers have managed to accomplish.Let's be fair though, it's an insanely huge task to make a cutting-edge multiplatform game engine + tools.
It's been sad watching one of my all time favorite developers slide into ruin, especially when it's been drawn out for such a long time.
If and when we do get Terminator and time travel technology, I'm going to prevent Spirits Within from ever being made.
Is Luminous a full-blown engine + toolchain like Crystal Tools?
Sometimes they are all blurred together it's hard to tell.
Let's be fair though, it's an insanely huge task to make a cutting-edge multiplatform game engine + tools.
An insanely huge task that multiple developers have managed to accomplish.
There's no reason to give SE the benefit of the doubt when this is the 2nd time they've tried this and the second time they've crashed and burned.
It seems that both Capcom and S-E have really hampered their internal output by focusing on building new engines from scratch instead of going iterative.
Well, I'm not sure Square Enix had much of a choice to iterate on their old tech. Their engine wasn't next-gen worthy.
They could have just used a licensed one though. They seem to come with solid Japanese support these days and Square Enix has had a lot of success with Unity (which isn't next-gen worthy really, but it is an external engine to prove that they can still work with a toolset they didn't create and have it meet their needs).
Capcom's goal was actually to rebuild their toolset with the idea of making it plausible for them to actually keep shipping AAA games by making development significantly more efficient, but they seem to have run into a variety of stumbling blocks there. One of those however also seems to be a general lack of interest in shipping AAA products.
Kingdom Hearts 3 has always been planned to be entirely in Luminous as opposed to being ported over from another engine.
The next gen consoles were weaker then they thought they would be?
Doesn't S-E have a huge blanket license for UE4?
You're right about S-E not being able to iterate but Capcom could probably have added features to MT framework relatively easily. It was a very scaleable engine that ran well on PCs so porting it to next gen wouldn't have been a huge task.
Doesn't S-E have a huge blanket license for UE4?
You're right about S-E not being able to iterate but Capcom could probably have added features to MT framework relatively easily. It was a very scaleable engine that ran well on PCs so porting it to next gen wouldn't have been a huge task.
I was about to ask this kind of question.
We wouldn't know that unless we've actually seen MT Framework's codebase, toolchain and the designer workflow. We're judging only based on our consumer experiences. There could be a myriad of dev issues we don't know about such as long re-iteration time, scripting, portability to next-gen, multithreading from ground up, etc etc.Doesn't S-E have a huge blanket license for UE4?
You're right about S-E not being able to iterate but Capcom could probably have added features to MT framework relatively easily. It was a very scaleable engine that ran well on PCs so porting it to next gen wouldn't have been a huge task.
We wouldn't know that unless we've actually seen MT Framework's codebase, toolchain and the designer workflow. We're judging only based on our consumer experiences. There could be a myriad of dev issues we don't know about such as long re-iteration time, scripting, portability to next-gen, multithreading from ground up, etc etc.
I don't think it's that surprising that the (major) Japanese branches would be stubborn against licensing major parts of their games unless they develop it themselves when compared to western development. The amount of strange and old middle-ware lying around in modern Japanese games is pretty telling of that. On the more specific case of Hashimoto and the Hedgehog Engine, anything but audio/video playback (Criware) and physics and animation (Havok) were developed by his team, or re-used from way older games by Sega (Sega Tools).Yes, they have a group license for Unreal Engine 3 and Unreal Engine 4.
The only people using it are other studios they're publishing who are using UE3 and UE4 to make their games like Life is Strange, Murdered: Soul Suspect, Nosgoth, and some Japanese arcade game I'm blanking on.
Why? I have no idea.
I don't think it's that surprising that the (major) Japanese branches would be stubborn against licensing major parts of their games unless they develop it themselves when compared to western development. The amount of strange and old middle-ware lying around in modern Japanese games is pretty telling of that.
Yes. Both are having lots of problems.
What's weird is that they're not even using it at Eidos.
What's weird is that they're not even using it at Eidos.
Is Luminous a full-blown engine + toolchain like Crystal Tools?
Sometimes they are all blurred together it's hard to tell.
Let's be fair though, it's an insanely huge task to make a cutting-edge multiplatform game engine + tools.
I don't really get why they're even pursing internal bleeding edge engine technology. Last-gen it made some sense, because they didn't know Japan was going to abandon consoles, or the Wii was going to win, or the West was going to outclass them, etc.
Why invest so heavily when the return on these huge console projects is smaller, and they don't make many of them? Realistically they only made five HD console RPGs last-gen. The Last Remnant, which was on UE3, FFXIII, FFXIII-2, which was co-developed by tri-ace, LR:FFXIII and FFXIV, which is an MMO and will not be replaced this generation.
I would be surprised to see even five this generation, and their Western arm clearly has no issue with licensing third party engine technology. It's attractive to have an internal engine that's inline with the industry, but there has to be a point where you accept that you're not a player in the console AAA technology space anymore, and compromise for a smoother development for your titles.
Even if FFXV is some technical wonder (and it's not going to be, The Witcher 3 is visually in a completely different class), it's gone from The White Engine, to Crystal Tools, to some bastard child of that and the Luminous Engine they've taken to calling the Ebony Engine (which is a pleasing full circle if nothing else), and it's all taken place over more than a decade.
I'm still very excited for FFXV, and I'm sure I'll enjoy KH3, but SE's striving for an internal technology base for these games is simply not worth it given their focus on the mobile market.
Even if FFXV is some technical wonder (and it's not going to be, The Witcher 3 is visually in a completely different class)
Well you have a point in terms of animation, but with how seemingly auto-pilot XV appears to be, you can go wild with animation priority, where as with TW3, they need to have all animations directly relate to player input in real-time.Hmm, I don't know, I think FFXV might be prettier than the gameplay demos that have been shown of TW3.. FFXV certainly animates a heck of a lot better than TW3. TW3 looks amazing in that one E3 trailer but the gameplay stuff hasn't really been impressive, to me anyway.
It's a trainwreck just like Crystal Tools was.
They did manage to get 3 games out of that, though.
Are they only using UE?
Seeing the problems Eidos faced with their engines, for example Deus Ex running in the TR:Underworld engine, they would choose a licensed one for next gen.
I guess there's no really need, since they focus less and less in AAA games and going persistent online games.
- Tabata during the XV live demo
They had an entire engine made just for XV?
No, sorry, I was unclear.
Eidos isn't using Unreal Engine anymore internally.
You always hear that "things change," but it's tough to watch it happen in cases like these.It's been sad watching one of my all time favorite developers slide into ruin, especially when it's been drawn out for such a long time.
If and when we do get Terminator and time travel technology, I'm going to prevent Spirits Within from ever being made.