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Post by dareka on Jun 30, 2016 0:26:59 GMT -6
IGA costume set >=D IGA's cowboy hat IGA's dark clothes IGA's rings IGA's necklace IGA's legendary whip This post just made me realize something... though the origin of the surname "Igarashi" is debated, going by only the kanji and the sounds it means something like "fifty day storm" ( yes, you can be jelaous of IGA's last name now). SO... Stormy Cowboy Hat 嵐のカウボーイハット [Explanation] A hat always worn by a certain deity. There are no cowboys in the 18th century, but who gives a flick? 「説明」とある神が愛用した帽子。18世紀にカウボーイはいないが、そんなのどうでもいいだろう。 Stormy Dark Garments 嵐の黒衣 [Explanation] Dark garments always worn by a certain deity. They may look weird, but somehow they give off a friendly vibe. 「説明」とある神が愛用した黒衣。怪しいのにどこか親しみやすいオーラを感じる。 Stormy Ring 嵐の指輪 [Explanation] A ring always worn by a certain deity. Has the letters I, G and A carved on the inside. 「説明」とある神が愛用した指輪。内側にI・G・Aの三文字が刻まれている。 Stormy Necklace 嵐のネクレス [Explanation] A necklace always worn by a certain deity. Classy enough to leave anyone in awe. 「説明」とある神が愛用したネクレス。おしゃれ過ぎて見ているだけで痺れる。 Stormy Whip 嵐の鞭 [Explanation] A whip always used by a certain deity. Said to have the power to vanquish vampires. 「説明」とある神が愛用した鞭。吸血鬼を滅ぼす力を宿すとか。 There we go, Mana! Drop items for defeating the backer-only IGA Boss, with their explanation in Japanese and English*! (* I'm obviously joking, but it was a lot fun to write).
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Post by dareka on Jun 29, 2016 11:00:31 GMT -6
This, that they taught through design rather than tutorials, was one of my favorite things about 8 - 16 bit Nintendo Games, an art they've lost since jumping to 3D. Like many people, I hate the tutorials in modern Zelda games (though I have hope for Breath of the Wild). There is a reason for this, though, and it's that games have become far more complicated, and developers were at a loss as to what to do. One of the things that allows Shovel Knight to use level-based teaching is precisely the fact that the basic mechanics are so simple. Yes, they have a lot of depth, but that's precisely where the genius of it lies. Using a shovel as a weapon was particularly clever: we know shovels are used for digging, but they also look like weapons, and during the downward thrust the shovel looks like a pogo stick, so the aesthetic itself supports the game mechanics. With Bloodstained, though, because it has so many mechanics, doing gameplay-based teaching might require more linearity on the Galleon than they've built into it. If you go back and add a stage previous to it, you'll actually add more that the player has to go through before reaching the castle, which is actually what you want to get started on right away. So I think that the suggestion crocodile made, to skip the tutorial if you want to ( "Miriam, do you remember how to use shards? >YES NO " ), is a good one. Also, for a good reference on how to do gameplay-based teaching in Metroidvanias, see the original Metroid. Developers definitely lost some of their skill when they were given the option to include loads of characters and text into their games.
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Post by dareka on Jun 28, 2016 21:41:12 GMT -6
I have a dream... A dream that one day K*nami will f'up its health spa, pachinko and mobile game businesses so badly it's forced to sell its "old, obsolete IPs", and that they'll be bought by a company with deep pockets and a modicum of respect for gamers (I can think of... two or three, maybe), and that this company shall charge IGA and IntiCreates with making new C*stlevanias, and Wayforward with making new C*ntra games... and that day, I shall welcome the Shanoa costume, the Maria costume, and all those other crossover costumes with glee... ... but, until that day comes, I think Y*ko F*rnandez/B*lnades' costume is nondescript enough that, with a few tweaks, it could conceivably circumvent copyright infringement ( or not... )
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Post by dareka on Jun 28, 2016 20:53:19 GMT -6
dareka Are you kidding me?! This post is amazing! Thank you so much. I really love hearing IGA talk about Bloodstained as much as possible. Give is more! Thanks, I just wasn't sure it was the right place! I'll post stuff like this whenever I can, then.
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Post by dareka on Jun 27, 2016 12:52:24 GMT -6
Found this googling for Bloodstanied content, and since I couldn't find it here I went ahead and translated it. It has some interesting tidbits on the game-size, the completionist content, and the Wii U version. Here's the original article. www.gamespark.jp/article/2016/06/21/66788.htmlAccording to gamespark, the interview was conducted during E3, and published June 21st 2016. Bear in mind that, at this point, we backers hadn't gotten the demo yet. Here's the translation. - This is your first playable showing. Though short, the demo felt very polished.
IGA: The graphics have been brought up to level we’re aiming for. Also, the map is not linear, but rather we designed it with exploration in mind. I’m hoping players will end up wandering, if only a bit. That said, the tutorial wasn’t good enough, and people ended up taking more time to clear it than I’d anticipated. I’m going to make a better tutorial for the finished product.
- I see. The game system – attacks, equipment and such - is also done, it seems.
IGA: The main system this time around is called the shard [system]. You absorb crystals from enemies and use [their] skills. There is one that forcibly drops in the demo which belongs to a type [of skill] called “directional” - you can set the direction of the attack with the R stick.
You can use it while running. And it’s kind of tough to do, but you can also use it downwards while in the air.
There are several different items. [As far as items go] we have weapons, headgear, body armor and accessories, and weapons and headgear are reflected in the in-game visuals. In this showing, if you equip the kung-fu shoes weapon, your attacks become kicks. For the kicks’ sound effects, we made an effort to have them sound like a Jackie Chan movie. Also, like the series I previously worked on, there are hidden rooms in the demo, too.
- By the way, how will the story be represented visually? There wasn’t much of it in the demo.
IGA: Since we have the advantage of using 3D, we’ll be using cut-scenes with shifting camera angles – like the cut-scene for the boss fight you saw. That said, it would be pretty tough to do all of it this way, so some parts will just have 2D illustrations with dialogue. Also, we worked really hard on the shader for this installment, and while the backgrounds are realistic-looking, the characters look like illustrations with their outline. So, I’m hoping to deliver anime-like cut-scenes.
- The boss shown was pretty grotesque.
IGA: The pretty girl on top of the boss is a decoy, while the bottom half is real creature. It leads you to think the pretty girl’s drowning and then gobbles you up when you get close. It’s kind of like an angler fish’s lantern. The main mechanics and systems are done, so now we’re starting mass production of the map, items and such.
- How much content are you planning?
IGA: Well, the thing is I promised my Kickstarter backers, so the map will be made up of 1600 individual screens. 1600 is a bit much, but that’s my commitment and you won’t be disappointed. I’m estimating 10 hours for the initial play-through. That said, there’s loads of replay value with treasure and shards to collect, a map to complete, and such, so it’ll keep you busy for a long time. What’s more, since alchemy’s our theme this time around, the idea's to include things like an alchemy item completion list and such.
- How far along is development?
IGA: We’re still at around 10% right now. We’re done with the main mechanics and basic system, and we’re about to start mass production.
- You’re developing for lots of different platforms, too.
IGA: We’re on Xbox One, PC, PS4, WiiU and Vita. Inti Creates is doing the home console versions, while the WiiU and Vita ports are being done by a company in Texas called Armature. It’s the company behind the game ReCore that’s being shown here in E3. My biggest concern is the recent development that the NX is coming soon, so I’m worried about the WiiU version.
- Might you be releasing an NX version too, then?
IGA: Even if we were to do so, I’d ask my backers for their opinion first. I mean, this project wouldn’t have even gotten off the ground without my backers. What’s more, for a Kickstarter you normally make a demo like the one we showed here today and then ask for money, but we just offered a broad outline of the game and put out a crazy video (*laughs*). They contributed despite all this, so I’m truly grateful. I’d like to take their opinion into account as much as possible.
- I see. In Japan, before Igarashi-san, people like Inafune-san began doing projects through Kickstarter after having gone independent. Do you think this development trend will continue?
IGA: I don’t think there’ll be many AAA titles done this way. That said, we have an environment right now where this style of game development is easier than before. For instance, Microsoft let us show the game at their E3 booth. With the platform holders supporting indy games, the market is beginning to take shape. So, while a big-budget project is still tough, it’s still quite possible to create the kind of games that traditional gamers are looking for and turn a profit at the same time. In Japan, the mainstream has shifted to social games, but I think people will eventually want more from games. When that happens, I would hope this type of game is there for people as a gateway. So it’s kind of wishful thinking on my part, but I hope the current situation continues.
- This playable demo was presented overseas. When will we see the game next?
IGA: Given the opportunity, I’d like to show it at lots of different venues. That said, it would be really difficult to make a demo with more than this one, so it might be the same. Also, we’re delivering the current version to the backers who gave us 60 dollars or more. That said, it needs to be a more polished version than this one, so it’s taking a bit more time.
- Please do show the playable demo in Japan. Thank you very much.
Mods, if there is any problem with posting complete translations of interviews, please let me know and I will just paraphrase the main content. Thanks!
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Post by dareka on Jun 26, 2016 21:59:21 GMT -6
PS. Not saying people can't express opinions and concerns, just disappointed to find a whole thread dedicated to this of all things........... I think it's because of the general mood in the game industry - and also because it's one of those things everyone has an opinion on. All things considered, I'd say it's been one of the more civilized threads of this kind in any forum.
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Post by dareka on Jun 25, 2016 23:15:46 GMT -6
My two cents... I think it's we'll get Zangetsu and Gebel as playable characters. Zangetsu's design is far too refined, his backstory too fleshed out, his game mechanics too intricate for a character who's just going to appear in a retro-style pixel-based prequel mini-game. Plus, there's this... " 3RD PLAYABLE CHARACTER: IGA and Inti Creates will include a third playable character in Bloodstained! They don't want to give away too much—it might even be a character you haven't met yet." Remember that at this point, Zangetsu hadn't yet been designed, let alone revealed? As for Gebel... well, going by IGA's past work, I get the feeling he's not going to be the end villain - not the real one, anyway. I mean, Symphony of the Night, Harmony of Dissonance, Order of Ecclesia and even Lament of Innocence, in a way, all had similar twists. From the setup, Bloodstained is looking like a mix of Harmany of Dissonance and Order of Ecclesia...
And yes, I also get from Johannes more of an closet evil mastermind vibe than anything else. Again, the characters' background as friends is too central to the setup to not have any twists, and Gebel being the "bad guy" while Johannes is "the good guy" is just too straight forward. I can definitely see a Gebel mode where, free from the curse, he picks up Johannes' whip to save/stop a demonized Miriam ( think Julius Mode in Dawn of Sorrow ).
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Post by dareka on Jun 24, 2016 19:44:29 GMT -6
My reaction to Vepar is that, as Morte would say, "Okay, this is a little too lowbrow, even for me." Wait, whoops, wrong Morte ... But, uh, yeah. The boss really does not need those ridiculously oversized flopping boobs. It just doesn't. It's pointless and takes away from the whole experience. Did not spoil my Experience one bit , this kind of game has always had females like this from naked frozen shades , sexy succubuses , Sexy Witches . I was barely even looking at the breasts I was looking at the freaky mouth stomach more then anything else. I personally love those enemies you mention: the frozen shades, succubi and witches. I hope we get some version of these, and also, yes, some incubi would be nice, dong and all. But none of the enemies mentioned have " oversized flopping boobs."It's the " oversized flopping" part on which opinion seems to divided, not the boob part. That reminds me of an old episode of Seinfeld...
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Post by dareka on Jun 24, 2016 14:19:13 GMT -6
I wonder if the fact that Vepar is MALE makes any difference to these people. IGA isn't just pulling these demons out of his head, he is directly pulling them from the Key of Solomon mythos. Do we really need to have these kinds of crybully "I AM OFFENDED AND THIS MUST BE REMOVED!" remarks on everything? See, here's what's worrying to me about this discussion: I have seen no one say either that he or she is offended by the content and that it must be removed, yet people are acting like they have. People are overreacting to an hypothetical overreaction from potential SJWs who are nowhere to be found in these forums. There are no antagonists here, guys.
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Post by dareka on Jun 24, 2016 14:04:52 GMT -6
Keep the designs the way they are supposed to be, it is not like censoring games will make them sell any better.. no offence, but having a busty monster making you quit the game or not getting it is showing the fact that this game is totally not meant for you. Has anyone in the thread actually said this, though? A few people have said the boss looks silly or creepy in a bad way, some have said it looks silly or creepy in good way ... but I don't think anyone's said they've given up on the game because of it. The thing is, it's precisely because the developers are free to look at the feedback and decide what they want to do that having different opinions from players is a good thing. What I think we should hold back from doing is saying "if your personal taste for a specific enemy in the game is different from mine, then this game is not for you." If we want people to respect our own tastes and preferences, we need to respect theirs, too. For the record: I LOVED the demo, I love erotic-looking enemies - heck, I hope (against hope) that we get medusa/mermaid type enemies with actual nipples in this one (because I find it kinda creepy if they don't have nipples*) I loved the boss' mechanics... though I thought the over-sized wobbling boobs looked dumb. This has not turned me off from the game one bit. *my guess is naked enemies will have strategically placed shards.
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Post by dareka on Jun 24, 2016 10:22:48 GMT -6
Forgive me if I'm wrong...
But I'm reading the posts and I'm reading two different distinct arguments here...
Argument 1:
"The boobs look kinda silly and detract from the boss' design."
Argument 2:
"There's nothing wrong with sexualization in the game. IGA should't compromise his vision over it."
The thing is ... almost no one here - if anyone - appears to disagree with argument 2, including those who've made argument 1.
So I think opinion here on the boobs and what should be done is not as divided as it looks. In fact, overall the debate doesn't even seem to revolve around sexuality at all: it's just that some people find the boobs creepy in a good way, and others find them silly in a bad way.
If there's anything to discuss it's this particular difference of opinion.
I personally get the feeling that argument 2 is being directed at the more extreme "any-and-all-sexualization-is-demeaning-to-women" faction, which is pretty much absent in this discussion. This is not something we should lose sight of.
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Post by dareka on Jun 24, 2016 0:47:28 GMT -6
I'd just like to say... "When the biggest controversy over the pre-alpha build of a crowd-funded game revolves around the boss character's boobs, you know the developers are on to something good."
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Post by dareka on Jun 23, 2016 16:50:28 GMT -6
Can we please not make it a prevailing theory that the boobs are water sacs? That sounds dumb to me. But it adds so much more to the lore!
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Post by dareka on Jun 23, 2016 16:44:18 GMT -6
My own personal opinion... 1. I LOVED the demo. 2. While I wasn't turned off by it, the boss monster's design was, aesthetically, probably the thing I liked the least, but I didn't mention it in my own feedback because a) it wasn't a big deal for me and b) I have very little hopes of it changing. Now, since a thread was made for this and all... I share some of the opinions that have been brought up. 1. The design seems a little on the "silly" side, which contrasts with the game's gothic tone. 2. What makes it kind of silly is probably the color palette combined with the boobs water-storing sacs, and also the contrast between the boss' cartooney mouth and realistic looking sailor bait head. The color palette is probably like that to make the boss stand out from the background, but combined with the other elements it gives the creature a B-movie-like vibe... on which opinions are likely to remain divided... So I guess, if there's something iffy for me about the monster's visuals it's not the boosdammitwhydoIkeeptypingthat water-sacs per se, it's the overall silliness. But again, not a big deal and I'm not expecting IGA and Co. to change it (nor should they, obviously, if they don't want to).
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Post by dareka on Jun 23, 2016 0:30:28 GMT -6
First, let me just say one thing.... THANK YOU LORD* FOR THIS GAME!* of the Night.I'd all but given up hope of ever seeing an Igavania running on hardware that's oh, I don't know, more powerful than the ORIGINAL PlayStation. Think about it: even the Dawn of Sorrow couldn't match up to the original SoTN ... probably more to do with budget constraints than the actual hardware, but still... "This game feels like the REAL sequel to the original SoTN, 20 years in the making"Now, with that out of the way, the little feedback I can offer: 1. Played it on an underspec'd machine (a Surface Pro 4 i7 8GB), so I had to use a 720p window. Despite the choppiness, it was still playable (if you don't mind not being able to jump and attack at the same time), but I noticed the collision detection for regular attacks would fail when the game was under a lot of stress (was OK for the fire attack). I mention this because I've done programming for mobile games and collision detection was the issue I had to deal with the most, as a game that was bugless on an iPhone 5 would have collision detection bugs on a lower spec iPod and such - it's what happens when you check collisions per frame, and the engine decides it might as well skip a frame, why not! Now, since the attacks did not hit even though the sword animation came out, maybe the frame with the collision box was skipped? Dunno, but if the frame rate's liable to drop on a minimum spec machine, it might be an issue that's worth looking into, since there are workarounds. As for me, I ordered the PS4 version, so I'm not really worried. 2. Forgive me if this has already been mentioned, but are there plans to be able to rotate and zoom Miriam's character model on the game menu?
Because it looks really awesome. And you just want to, you know, rotate it ( I mean left and right, guys - get your minds out of the gutter) 3. I could not find any walls that are breakable by using regular attacks. Will there be any in the final game?Given that it's the "tutorial" level I wouldn't expect any, but the use of cannons to break walls on the galleon made me kind of worried the castle won't have any at all - that all the wall breaks will be "scripted." While it might sound dumb, just knowing that there could be a hidden passage way right in front of you, one that you could access with a quick swing of your sword, gives you a greater sense of adventure and discovery. All Igavania games have had breakable walls, except one: Harmony of Dissonance for the GBA, and that' my least favorite of the bunch. Overall, the demo was fantastic, and I can't wait for the finished product! 闇の将軍IGA様に万歳!!!(Long Live Lord IGA, Shogun of the Night!)
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Post by dareka on Jun 21, 2016 15:12:37 GMT -6
Yeah, I guess if you take the back-dash out of the equation it would be more straight-forward to implement.
I guess it would hinge on whether you could come up with a design capable of reusing the existing animation data or not.
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Post by dareka on Jun 21, 2016 10:53:06 GMT -6
I think you guys are on to something with the Shantae suggestion. I personally think it would be cool if you had these two alternate versions of Miriam. 1. Succubus/Stained-glass covered fleshBen Judd mentioned the preliminary designs for Miriam were more succubus-like, so it could be based on these. Would have attributes such as... - A quicker dash
- Increased strength for magic attacks
- Decreased DEF
- Decreased strength for physical attacks
2. Valkyrie/Full-body armorA full body armor that nonetheless looks sleek, like an armored angel, if you will. Would have attributes such as... - A slower back-dash
- Decreased strength for magic attacks
- Increased DEF
- Increased strength for physical attacks
Unfortunately, this type of suggestion has probably very little chance of making it into the game, as it requires additional assets and play balancing, but it never hurts to offer it!
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Post by dareka on Jun 21, 2016 9:29:10 GMT -6
I wouldn't worry too much about it - it's not like the game can't be changed at all once it begins mass production. I'd go so far as to say all games change during this stage.
Things that can't be drastically changed are stuff like the visual look and feel, which is why IGA wanted our opinion about the shaders before this stage began.
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Post by dareka on Jun 20, 2016 14:16:49 GMT -6
That's neat to hear. Sounds like IGA has all the ideas he wants and Bloodstained's going full steam ahead. What does the article mean with the phrase "assets are mass-produced"? I'm unfamiliar with what it means for game development. "Assets" is a fancy name for the graphics and sounds needed for the game: character models, character animations, special visual effects, sound effects and BGM. A game typically goes trough three stages: 1. Planning/Prototype stage. A basic prototype with all of the key gameplay elements in the game. While things like enemy AI and attack patterns, equipment and parameters are still subject to change, the idea is that at least the level layout, the game flow, and the number and type of bosses and enemies is more or less finalized at this point. 2. Mass Production stage. Since the developers now know what the levels and the enemies are supposed to look like, the artists and sound composers start making them. At this point, they've "made" about 10% of the graphics, animations, visual effects, sound effects and BGM. IGA has a list (maybe an Excel spread sheet? I'm serious, btw ) where these are listed, and 10% of the items on his list have been checked off. That's what they're talking about in the article. That may not sound like much, but Mass Production goes really quickly because it's a lot of people working on different "assets" at the same time. So it's not like an artist will finish a boss and then go on to the next one: one artist works on one boss while another on another boss, etc. The lead artist, meanwhile, will supervise all of the work, and if there are not enough people in the company available (and this is very common nowadays - probably the norm), part of the asset production is outsourced. 3. Polishing/Debugging stage. Once all the assets are in, you play the game with everything in it to try and see if it's fun and/or easy for the player to understand, and you make changes accordingly. This is normally just playing with the different parameters in the game, but if the game's just not coming together, then bigger changes are made. Creating new assets, which is expensive, is kept to the bare minimum (usually just the UI); changes to the game engine are not necessarily expensive, but they are time consuming, so you also try to not go there, though it's not always possible. In theory, this should be just one stage, followed by pure debugging; in practice, debugging starts at this stage and ends shortly after the polishing is done. Then the game is mastered (known in the west as going gold) and sent off to our grubby little hands for us to enjoy.
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Post by dareka on Jun 20, 2016 10:03:00 GMT -6
Thank you.
I'm not Japanese, but I graduated from a Japanese game design school and worked at a well-known developer/publisher for a couple of years.
It's not much, but you meet a lot of people and hear a lot of things - get a feel for how they work.
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