Looks like something from Jacob's Ladder.
The fact the KH3 team dropped the engine in favour of UE4 is not indication enough?
I think it was more of a support issue than about the engine tech. The engine team (who would give that support) is tied to FFXV at the moment, as they're developing the engine alongside the game.
But when FFXV is done Luminous should be more mature, so who knows what will happen.
Looks like something from Jacob's Ladder.
The more your tools aren't up to the standard quality, the more support you need. The engine is so bad is being made tailored to a single game, which means it's a poor choice for every other team at SE that dosn't want to make a game exactly as FFXV.
Once XV is finished, the engine will need even more time to be really an all-purpose engine.
Let's hope the game doesn't end the same way.
But you've seen literally less than 10% of the world and got the chance to explore a small area that wasn't even focused on exploration.
And all the areas outside of cities we've seen are from the same region pretty much.
But really, samey it's the last thing i'd call this game:
It's half true. We can't entirely judge how good or bad the engine is, but we do know only one game at SE is being developed with it, and that a game that originally used it dropped it. Those are generally indicators of a problematic engine.The problem here is that assertion as if it were fact. This is only a supposition.
It's half true. We can't entirely judge how good or bad the engine is, but we do know only one game at SE is being developed with it, and that a game that originally used it dropped it. Those are generally indicators of a problematic engine.
I expect amazing, more linear sceneries and some great looking towns. Even FFXIII-2 and Lightning Returns kinda got this. The open world still looks like you have to walk minutes until you finally see something that sticks out. Maybe it tries to be too realistic and GTA-ish. That's the impression the latest stuff (chobobo gameplay, driving gameplay, the demo) create. If you can really watch this stuff on Youtube and say "samey is the last thing i'd call this game", I have no idea what "samey" in conjunction with video games could mean for you.
In my case, it's a little more than assertion or supposition. ;p
Not that that's ever stopped Relaxed Muscle from quoting my posts and countering with his own assertions and suppositions, though!
Witcher 3 is really nice looking out in the open environments, but the interiors for all buildings aren't as impressive. The most impressive thing from SE is their GI approximation in an open wiorld scale the really cements the look of the interiors to the outside world. From their JP site it appears they're also still experimenting for a quicker and more accurate solution.
![]()
I wonder what GI it is using. Looks pretty awesome here.
Okay that collision detection part was just boss.
Hey Square, you remember this game you made once upon a time?
![]()
Please use this tech for another 3D fighting game. I'll become a huge fan.
Have they given a release date for XV yet?
I have played episode duscae 2.0 and Enjoyed what I played, there was some impressive stuff there but I do hope that they have enough time to give it all a bit of a polish before launch.
2016.
Release date will be announced at a special event in March.
Most likely a Fall/Late 2016 release.
I recall you are a sound guy (engineer?) contracted by SE for sound-related stuff, and aren't a SE Japan employee nor any particular person working on the engine. You're actually not an SE employee, period.In my case, it's a little more than assertion or supposition. ;p
I recall you are a sound guy (engineer?) contracted by SE for sound-related stuff, and aren't a SE Japan employee nor any particular person working on the engine. You're actually not an SE employee, period.
I wouldn't trust you on the engine either, because you're just not that involved in the technical development of it. Trying to wield your position in being a contractor for the company as an authority on the matter reeks a bit.
I recall you are a sound guy (engineer?) contracted by SE for sound-related stuff, and aren't a SE Japan employee nor any particular person working on the engine. You're actually not an SE employee, period.
I wouldn't trust you on the engine either, because you're just not that involved in the technical development of it. Trying to wield your position in being a contractor for the company as an authority on the matter reeks a bit.
Without going into anything that's strictly NDA or unrevealed both on my company's side and SE's side, I've worked on both the Kingdom Hearts series and Episode Duscae. I talk to quite a few people working on both projects, and get general impressions. That's it. I don't profess to be Hashimoto's right hand man or the leading expert on Square Enix's business decisions or anything like, yet I've been able to get at least second hand opinions on the matter from people on both projects. (Hence, I mean what I said by "a little more" quite literally in that respect)
Which is a lot more than can be said for opinion or speculation based on forum posts.
Furthermore, if you've seen my posting habits on GAF, I've been 1) rather irreverent in general 2) not particularly biased towards any of the games I've worked on, be it anything from Lightning Returns to Zestiria. There are some aspects I like, and some aspects I will criticize simply based on my own preference of games. Or business practices.
Again, coming back to FFXV (and by inclusion Episode Duscae), things aren't perfect, and it's too early to tell how the final product will come out, and I've never been one to say "Oh everything's gonna be KOSHER GUARANTEED@#$@" (heck, even Tabata is careful with his answers) but speculation on things like "Kingdom Hearts dropped Luminous because it's bad" is simply factually incorrect. Let me give an example. If you (not 'you', in general I mean, see some posts in this thread) wanted to criticize how FFXV's being marketed, by all means have at it at the Dawn trailer, since that's part of the marketing plan. Calling this tech demo, aimed at CDEC on the other hand, a waste of resources, again is incorrect simply based on its intention. A similar distinction can be made about engine usage, engine switches, what Square Enix sees in itself as a tech company, etc.
I might add that if you wanted to insist I have a bias towards projects I work on, I'd like to remind you again that I also get contracted for Kingdom Hearts stuff.
And in closing, apologies if I'm coming off as a know-it-all. Not my deliberate intention.
July/August would be amazing, but perhaps too soon.
Thanks. I suppose winter is a good time for a game like this so they have almost a year oi tidy things up which is pretty good.2016.
Release date will be announced at a special event in March.
Most likely a Fall/Late 2016 release.
I said damn.. Did falk kick your dog? Lol
July/August would be amazing, but perhaps too soon.
Thanks. I suppose winter is a good time for a game like this so they have almost a year oi tidy things up which is pretty good.
Okay that collision detection part was just boss.
Hey Square, you remember this game you made once upon a time?
![]()
Please use this tech for another 3D fighting game. I'll become a huge fan.
Looks great, looks great.
I just cannot get past the emo haircuts and impracticable suits. Seriouslys thats sucha major turn off.
Without going into anything that's strictly NDA or unrevealed both on my company's side and SE's side, I've worked on both the Kingdom Hearts series and Episode Duscae. I talk to quite a few people working on both projects, and get general impressions. That's it. I don't profess to be Hashimoto's right hand man or the leading expert on Square Enix's business decisions or anything like, yet I've been able to get at least second hand opinions on the matter from people on both projects. (Hence, I mean what I said by "a little more" quite literally in that respect)
Which is a lot more than can be said for opinion or speculation based on forum posts.
Furthermore, if you've seen my posting habits on GAF, I've been 1) rather irreverent in general 2) not particularly biased towards any of the games I've worked on, be it anything from Lightning Returns to Zestiria. There are some aspects I like, and some aspects I will criticize simply based on my own preference of games. Or business practices.
Again, coming back to FFXV (and by inclusion Episode Duscae), things aren't perfect, and it's too early to tell how the final product will come out, and I've never been one to say "Oh everything's gonna be KOSHER GUARANTEED@#$@" (heck, even Tabata is careful with his answers) but speculation on things like "Kingdom Hearts dropped Luminous because it's bad" is simply factually incorrect. Let me give an example. If you (not 'you', in general I mean, see some posts in this thread) wanted to criticize how FFXV's being marketed, by all means have at it at the Dawn trailer, since that's part of the marketing plan. Calling this tech demo, aimed at CEDEC on the other hand, a waste of resources, again is incorrect simply based on its intention. A similar distinction can be made about engine usage, engine switches, what Square Enix sees in itself as a tech company, etc.
I might add that if you wanted to insist I have a bias towards projects I work on, I'd like to remind you again that I also get contracted for Kingdom Hearts stuff. I'm credited in games using everything from proprietary engines, Crystal Tools, UE3, UE4, Unity, heck even MMF2.
And in closing, apologies if I'm coming off as a know-it-all. Not my deliberate intention.
edit: CEDEC, not CDEC. Too much esports for Falk!
The thing is, Duke Nukem never actually went through any engine changes after they moved to UE1. It was still UE1 at the time it was released, but so heavily modified to the point where it was its own fork of UE1. It does have some UE2/UE3 like features in it, but at the same time it was still janky as fuck given that the engine was built off UE1 as a base. From my understanding of DNF, what really put the game development time into a tail spin was George Broussard. Apparently he was just too laid back as a boss and not really push any internal deadlines or put pressure on devs to get things done. This apparently left some of the dev team rather aimless and would cause members to leave out of frustration of not going anywhere.
In terms of actual usability and features, it's not really amiss to consider that their flagship of all flagship titles could benefit from a competently developed in-house engine tailored extremely specifically to what they want to do with their game.
I think the engine is not as bad as some think, but it's also not as good as some engines that already exist.
Why do people keep forgetting that Luminous Engine is already in a game? Ever hear of FF14: A Realm Reborn?
It's almost impossible for it to actually benefit on net from such a thing, though, that's the entire point. Nothing this game is attempting is unusual or outside the bounds of what existing third-party engines can do; nothing demonstrated so far in the Luminous engine is unique or notable compared to tools that already exist on the market. In the time it takes a team to develop an engine like this, you could have the same number of engineers work just on learning Unreal Engine 4 at a deep and fundamental level (which you can do because you'd have access to the source code) and still come out ahead -- and then unlike your in-house engine, UE4 is just going to keep getting updated with new functionality even if you don't put any more resources on it.
In-house engines spent a long time being wise investments because most development used a short pipeline of standardized tools already, and licensed engines didn't help much with building advanced features or developing cross-platform; the staffing necessary to build an engine in-house was relatively small, and could serve as a dramatic improvement to the productivity of your artists and engineers. Today, the number of specific tools needed to build a $50m+ AAAA game is far greater and the toolchain provided by a licensee like Epic is polished and easy to use.
More specifically, if you have a team that's talented in wringing out performance or impressive effects out of part of the rendering process, it's generally going to be much more efficient to do so on top of an external core engine. Luminous' lighting engine is much more advanced than the default one in UE4, and on par with high-end third-party modules; it would be much more efficient to develop that in-house but use a third-party engine as a base.
Luminous was in development since 2010 or so. FFXV rebooted in July 2012. UE4 wasn't released to developers en masse until March 2014. Do you think they should have postponed the project reboot for close to 2 years for something like UE4, including possibly having to throw out over a years work of work when the game was cross gen, assets that they were probably able to recover in the Ebony to Luminous transition? Do you think that the ease of UE4 (including the ease of rebuilding scrapped functions/assets) would have made up for the losses? KH3 recovered, but not without losing time and scrapping some work, work that FFvsXIII had lots more of by comparison.
Also, by the time they would finally have their hands on UE4 they would need to transition over all the unique elements to the engine adding even more time.
It's almost impossible for it to actually benefit on net from such a thing, though, that's the entire point. Nothing this game is attempting is unusual or outside the bounds of what existing third-party engines can do; nothing demonstrated so far in the Luminous engine is unique or notable compared to tools that already exist on the market. In the time it takes a team to develop an engine like this, you could have the same number of engineers work just on learning Unreal Engine 4 at a deep and fundamental level (which you can do because you'd have access to the source code) and still come out ahead -- and then unlike your in-house engine, UE4 is just going to keep getting updated with new functionality even if you don't put any more resources on it.
In-house engines spent a long time being wise investments because most development used a short pipeline of standardized tools already, and licensed engines didn't help much with building advanced features or developing cross-platform; the staffing necessary to build an engine in-house was relatively small, and could serve as a dramatic improvement to the productivity of your artists and engineers. Today, the number of specific tools needed to build a $50m+ AAAA game is far greater and the toolchain provided by a licensee like Epic is polished and easy to use.
More specifically, if you have a team that's talented in wringing out performance or impressive effects out of part of the rendering process, it's generally going to be much more efficient to do so on top of an external core engine. Luminous' lighting engine is much more advanced than the default one in UE4, and on par with high-end third-party modules; it would be much more efficient to develop that in-house but use a third-party engine as a base.
Luminous was in development since 2010 or so. FFXV rebooted in July 2012. UE4 wasn't released to developers en masse until March 2014. Do you think they should have postponed the project reboot for close to 2 years for something like UE4, including possibly having to throw out over a years work of work when the game was cross gen, assets that they were probably able to recover in the Ebony to Luminous transition? Do you think that the ease of UE4 (including the ease of rebuilding scrapped functions/assets) would have made up for the losses? KH3 recovered, but not without losing time and scrapping some work, work that FFvsXIII had lots more of by comparison.
...Opinions are my own, formed with a little bit more insight than the average person, yadda yadda)
person
person
pr
That being said, going back to engine dev, I believe my points about training and pushing the envelope still stands. In this case, it's not so much reinventing the wheel as it is wanting to understand everything that goes into wheel design and construction, so that knowledge can be utilized in future, for wheelmaking or otherwise.
the question is where you stop.
I think they should finish up FFXV on the stack it's already being developed on, write off the development effort put into making "Luminous" a general-purpose engine, and go with existing engines for new projects being started now, which... seems to be exactly what they are doing?
The reason I think winter is a good time is simply because it's next year but they still have plenty of time to work on the game.I don't know how much Oct/Nov/Dec would be a good period. Aside from the usual yearly titles that takes away the spotlight from many other games, XV heavily risks to go head-to-head with both Horizon and Mass Effect Andromeda, which would not be a good thing for each one of the three (even if i expect one of those to be delayed to 2017).
Unfortunately, it also got pressed into service for an MMO, and then later on two sequels, the latter of which was designed in such a way that played to very little of its strengths and exposed its biggest weaknesses (Vast open areas, poor mem management and streaming capability, etc)
Square Enix has no reason to do this, but I hope they someday release an in-depth post-mortem on FFXIV 1.0.
Luminous was in development since 2010 or so. FFXV rebooted in July 2012. UE4 wasn't released to developers en masse until March 2014. Do you think they should have postponed the project reboot for close to 2 years for something like UE4, including possibly having to throw out over a years work of work when the game was cross gen, assets that they were probably able to recover in the Ebony to Luminous transition? Do you think that the ease of UE4 (including the ease of rebuilding scrapped functions/assets) would have made up for the losses? KH3 recovered, but not without losing time and scrapping some work, work that FFvsXIII had lots more of by comparison.