NeOak
Member
So, please tell me again why Crystal Tools ended up so badly.
I tried to search for a thread that explained this but i wasn't able to find one
So, please tell me again why Crystal Tools ended up so badly.
So, please tell me again why Crystal Tools ended up so badly.
I wonder why they're having such a hard time making that engine. It's not as if Japan was short on engineers. What gives ?
What are they constantly failing about their engines? Haven't they learned anything from the past ~ 10 years?
Its as i just stated. The main issue is their development chain is fucked from the start. Its either that they try to make the game while creating the engine at the same time, or they otherwise don't know how to make engines that can work across multiple types of games, which is the point of them making their own inhouse engine
Maybe bad feng-shui in the SE office. Wada should have consulted a different fortune teller when he moved the headquarters. He seems to have realized this since he has now moved all the way to New York City :lol
Yeah I already knew this story. I don't think it's directly Wada's fault for their engine trouble thuogh.
But why do they have to do that, though ? Can't Square hire an engineering firm to build them the engine they want ?
And wasn't Eidos able to put together entire engines just for Hitman Absolution and Tomb Raider?
As for the Witcher 3 comparison, I think each game has advantages over the other in certain ways, even if you leave out certain preferences in art direction. We know FFXV is going to be split into large zones, whereas TW3 will be three roughly Skyrim-sized open areas. I'll admit TW3's animations look a lot less smooth but that's because it will probably have to deal with a lot more gameplay possibilities (including way too many lines of dialogue to hand-animate) and because it's probably being made on a smaller budget. In spite of all this, TW3 still looks better in areas like lighting and the detail in the environments.
TW3 is being made with a stunningly small budget of $15m.
Polish budgets are different we have to remember, but yes they are doing well for themselves.
Most of that has to do specifically because they are so small. SE is so big and lumbering they trip over their own shoelaces at the first sight of a roadblock.
Agreed. I was just joking. I think SE is simply too ambitious for this task -- but also too rich to actually go bankrupt after one or even multiple failed attempts.
I feel like history continues to repeat itself over at Square Enix. They were super pumped to promote Luminous following E3 2012 but after its last showing at the PS4 unveil there has been nothing. It's worth noting I've also heard the R&D department has been downsized quite a bit since then.
Kagari, do you know why they dont use middleware to solve the issue? Like do you have any info on that?
Also you changed your avatar and tag back...
They always just aim too high and strive to reach that goal no matter what it takes, I don't think middleware will provide them what they want. There must be a sense of pride in it or something. They seem to be really adamant in having in-game models match the pre-rendered ones to the point where they want to just drag and drop the CG model into the actual game. They've actually accomplished that, but now there are other problems. Middleware isn't a solution in their minds, even if it's a better way to actually ship games on time.
Kagari, do you know why they dont use middleware to solve the issue? Like do you have any info on that? Using the UE4 license and engine they have rights to would seem like a better endeavor than continously just making bad decision after bad decision with no end in sight
Also you changed your avatar and tag back...
Considering the fact that Agni's Philosophy took a year to make,I doubt it was every efficient or applicable in a serious development environment.
As pretty as it was.
Does this mean that they are back to designing engines like in the PS2 days? If yes then wth, why make a custom engine that you won't use in the future?Ebony was originally Black, which was related to FFXIII's White Engine (later redubbed Crystal Tools), but modified to work better for Versus XIII's needs.
Basically they're saying that most of the game was on the original PS3 engine, but they're trying to port the whole thing to the new engine by integrating it part by part.
Seriously, is rendering hair THAT hard?
In general I found that Japanese games tend to make more convincing hair compared to Western ones. That's speaking in general.Hair? Not at all. Good hair that doesn't look like 2D panels and with physics? Yeah. We've yet to achieve life like or proper hair that isn't a mass. It's kinda like eyes, you see some good examples out there but we're far from perfect.
In general I found that Japanese games tend to make more convincing hair compared to Western ones. That's speaking in general.
I remember when SE wanted to actually license out the Crystal tools engine but eventually decided against it.
I wouldn't be surprised if they originally wanted to license out Luminous as well.
It wouldn't be surprising if KH3 switched from a fully Luminous game to the Ebony+Luminous hybrid that FFXV is using.
Q. How are things since Yoshihisa Hashimoto, the person in charge of Luminous development, resigned?
Tabata: We are fine on that point. Luminous was being developed as an all-purpose engine, but currently, the Luminous development team has been integrated into the FFXV team, and it is progressing as a custom engine optimized for FFXV. Hashimoto accomplished his role for us in establishing the form of the general use Luminous engine. Thanks to Luminous being integrated, we are able to do things like convert high end 3D data for in game use and the challenge of presenting movies made in Visual Works so they move as is has become easier.