cecil-kain
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Post by cecil-kain on Jul 9, 2015 17:47:13 GMT -6
We all love Castlevania, but even the greatest masterpiece has its flaws...
These are matters of personal taste, but if we put our heads together maybe we can reach a consensus about the nitpicky issues that need to be fixed for Bloodstained. In my opinion, most flaws are unique to individual games, but the one I want to talk about affected quite a few… It all started back in 2003 with Aria of Sorrow…
This masterpiece abandoned traditional Subweapons in favor of the Tactical Soul System. Subweapon ammo was no longer needed, so hearts became magic points to fuel Bullet, Ability, and Guardian Souls. This transition from subweapons to magic systems had a lasting impact on the series —including a few unintended consequences…
Without subweapons to drop, candles lost their strategic value. And even when subweapons returned for Portrait of Ruin and Harmony of Despair, they returned as collectible equipment instead of tradable powerups. But I digress, that’s a separate complaint…
Without subweapons, the only candle drops left were the small hearts, large hearts, and various amounts of money. Since the Tactical Soul System was a magic system, it was only natural to make heart drops a higher priority than money drops. But instead of each candle dropping a consistent predetermined reward, all candles were rigged to drop small hearts until max out. Then (once the magic meter was full) candles would begin dropping random amounts of money. And therein lies the problem.
In order to collect money from candles, players are forced to STOP using their magic and grind. Do you remember what it was like saving up for that Soul Eater Ring? Yessir, that’s exactly what I’m talking about. No fun with magic. No extra experience points. And no rare drops. Just the most mundane routine —slash candles, collect money, exit room, slash candles, collect money, exit room, lather, rinse, repeat….
This issue had an impact on shop economics as well.
I think we can all agree that the Soul Eater Ring was fairly priced and well worth grinding for… But was anything else? More than two-thirds of Hammer’s inventory can be found elsewhere in the Castle, and none of the exclusive items were nearly as precious.
Again this is a matter of personal taste…
But why bother having a shop if you’re only getting enough money to buy a few potions between boss battles? Why bother having a shop that’s over-stocked with C List equipment you can find elsewhere in the Castle? If I have to grind like hell to get money, the shop should be offering a lot more exclusive must-have items, weapons, armor, accessories, and relics.
But then again, more exclusives would require more money and more grinding…
So let’s get back to the candle drop system. Igarashi has said that Bloodstained will have candle-slashing gameplay, but we don’t know about the drops yet. For the sake of discussion, let’s assume the candles continue dropping hearts and money. Nothing is finalized, but Igarashi currently favors magic over subweapons, so hearts would continue fueling the magic meter.
In my opinion, we should return to the classic system, where each candle drops a consistent predetermined reward. These drops should offer a healthy balance of hearts and money throughout the entire game. But why stop there when we can have the best of both worlds? Why not create special accessories to manipulate the system?
Why not make a Heart Broach accessory that forces all candles to drop small hearts? Equip 2 for large hearts. And how about a Gold Ring accessory that forces all candles to drop money? Equip 2 for double cash. But what if you equip one of each? All predetermined small hearts become large, and all predetermined money drops double.
I’d also like to see the candles dropping more powerups. Subweapons are the obvious choice, but does anyone here remember the Invincibility Jar, Rosary, and Shot Upgrades? 1-Ups could even return as a sort of Sacrificial Dol (similar to Lament of Innocence and Curse of Darkness)…
Well that’s enough of my opinion. Feel free to share yours and shine the spotlight on whatever flaws you think need to be fixed.
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Post by SookyLala on Jul 9, 2015 19:39:35 GMT -6
I didn't really play the ither castlevanias too much, though from what you said i don't like the idea of money grinding non stop without being able to do something else, it could be possible to have some candles drop pre determined items, while have others have a random loot table, which could drop rare amounts of coins and such as well as hearts and the like.
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H
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Post by H on Jul 9, 2015 19:55:42 GMT -6
I loved the subweapon system, but also the soul system. Hopefully when designing the castle and how the candle/heart system plays out, they'll take into consideration the other 2 characters' playstyle. We know Miriam will be a spell/magic user, but maybe one of the other 2 characters may have closer designs to the classic Belmont style (hopefully)!
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Motoko
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Post by Motoko on Jul 9, 2015 20:08:31 GMT -6
First of all, great topic and content. I myself believe that perhaps a fine balance could be struck between the subweapons of old and the newer, refined tactical soul system. Of course it'll be named something different here, but IGA has a knack for creating fun gameplay systems.. I've no idea if he's going to go all nostalgic on us OR completely flip the table over, again (╯°□°)╯︵ ┻━┻
Ahhh, since we're getting a "classic" mode, perhaps the subweapon system old could rise from the grave there while the newer tactical system stays in the main game? Too early to tell and I can't say more without adding to the speculation..
Back on track, I do love subweapons and the tactical soul system. A happy marriage of the two could give birth to something deliciously awesome!
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bloodstainedmiriam
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Post by bloodstainedmiriam on Jul 9, 2015 20:29:07 GMT -6
Ahhh, since we're getting a "classic" mode, perhaps the subweapon system old could rise from the grave there while the newer tactical system stays in the main game? Too early to tell and I can't say more without adding to the speculation.. Back on track, I do love subweapons and the tactical soul system. A happy marriage of the two could give birth to something deliciously awesome! I agree with you. I like the idea of having both systems in some capacity although the classic mode should just have the subweapon or maybe go beyond that and even be more base upon platformer based Castlevania titles.
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purifyweirdshard
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Post by purifyweirdshard on Jul 9, 2015 22:05:40 GMT -6
Very good point. I had felt myself in playing the Igavania games (and including SotN) that candles had lost their importance. In some of the games, you could even just outright do without them.
Symphony had subweapons, yes, and they affected your gameplay...but only very early on. Beyond the first few areas of the game, you're likely just letting your hearts sit at max and using your much stronger main weapons, weapon-specific special attacks or spells, all of which used MP, independent in that game of the heart counter. Mid to late game especially, we all found ourselves running around with maxed heart meters. There were even heart max up powerups, heart refresh, an accessory to strengthen a subweapon (the cross, which still wasn't really worth it)...
So, I think the candle problem goes back farther than Aria. Hearts being magic points -is- a good choice, in lieu of there being meaningful subweapons. When your MP meter is maxed, though, I don't think it should affect candle drops, they should indeed be set.
To add further use and strengthen candles once again to something close to the level of classicvania, I'm thinking there could be spell augments/power ups or alchemic components that would in some way give a passive boost to elemental damage types, alter the level of the curse either way to increase/decrease stats, etc. I'm also a fan of the rosary, I have a necklace that looks just like the NES one.
Candles being strong would be good for multiple reasons, not the least of which being how Iga can show he's not just piecing together familiar mechanics for nostalgic effect.
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JeffCross
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Post by JeffCross on Jul 9, 2015 22:11:12 GMT -6
We all love Castlevania, but even the greatest masterpiece has its flaws... These are matters of personal taste, but if we put our heads together maybe we can reach a consensus about the nitpicky issues that need to be fixed for Bloodstained. In my opinion, most flaws are unique to individual games, but the one I want to talk about affected quite a few… It all started back in 2003 with Aria of Sorrow… This masterpiece abandoned traditional Subweapons in favor of the Tactical Soul System. Subweapon ammo was no longer needed, so hearts became magic points to fuel Bullet, Ability, and Guardian Souls. This transition from subweapons to magic systems had a lasting impact on the series —including a few unintended consequences… Without subweapons to drop, candles lost their strategic value. And even when subweapons returned for Portrait of Ruin and Harmony of Despair, they returned as collectible equipment instead of tradable powerups. But I digress, that’s a separate complaint… Without subweapons, the only candle drops left were the small hearts, large hearts, and various amounts of money. Since the Tactical Soul System was a magic system, it was only natural to make heart drops a higher priority than money drops. But instead of each candle dropping a consistent predetermined reward, all candles were rigged to drop small hearts until max out. Then (once the magic meter was full) candles would begin dropping random amounts of money. And therein lies the problem. In order to collect money from candles, players are forced to STOP using their magic and grind. Do you remember what it was like saving up for that Soul Eater Ring? Yessir, that’s exactly what I’m talking about. No fun with magic. No extra experience points. And no rare drops. Just the most mundane routine —slash candles, collect money, exit room, slash candles, collect money, exit room, lather, rinse, repeat…. This issue had an impact on shop economics as well. I think we can all agree that the Soul Eater Ring was fairly priced and well worth grinding for… But was anything else? More than two-thirds of Hammer’s inventory can be found elsewhere in the Castle, and none of the exclusive items were nearly as precious. Again this is a matter of personal taste… But why bother having a shop if you’re only getting enough money to buy a few potions between boss battles? Why bother having a shop that’s over-stocked with C List equipment you can find elsewhere in the Castle? If I have to grind like hell to get money, the shop should be offering a lot more exclusive must-have items, weapons, armor, accessories, and relics. But then again, more exclusives would require more money and more grinding… So let’s get back to the candle drop system. Igarashi has said that Bloodstained will have candle-slashing gameplay, but we don’t know about the drops yet. For the sake of discussion, let’s assume the candles continue dropping hearts and money. Nothing is finalized, but Igarashi currently favors magic over subweapons, so hearts would continue fueling the magic meter. In my opinion, we should return to the classic system, where each candle drops a consistent predetermined reward. These drops should offer a healthy balance of hearts and money throughout the entire game. But why stop there when we can have the best of both worlds? Why not create special accessories to manipulate the system? Why not make a Heart Broach accessory that forces all candles to drop small hearts? Equip 2 for large hearts. And how about a Gold Ring accessory that forces all candles to drop money? Equip 2 for double cash. But what if you equip one of each? All predetermined small hearts become large, and all predetermined money drops double. I’d also like to see the candles dropping more powerups. Subweapons are the obvious choice, but does anyone here remember the Invincibility Jar, Rosary, and Shot Upgrades? 1-Ups could even return as a sort of Sacrificial Dol (similar to Lament of Innocence and Curse of Darkness)… Well that’s enough of my opinion. Feel free to share yours and shine the spotlight on whatever flaws you think need to be fixed. I like this thread, but I don't think the candles was such a big issue... if you needed MP it gave you hearts if you had enough MP you would get money... but this was not supposed to be for money grinding. It was just an incentive to hit the candles... there were some places that gave you a large bag of gold but they were far and few in between and if it gave you a lot of gold it would give you a large heart if you attacked it. if you wanted to grind you were supposed to equipped items that gave you a lot of luck and go to a place that dropped expensive weapons then sell them to Hammer (or whoever ran the store) I think the candle system was perfected in AoS and i feel Iga will use this system again (but I could be wrong LOL) now about getting items since there will be crafting in this games I think crafting material should be for sale and the more you collect of an item the less expensive it becomes (except for the rare and ultra rare items) and yes I did like that Sacrificial Doll would be a good idea XD
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Castle dan guest
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Post by Castle dan guest on Jul 9, 2015 23:22:10 GMT -6
My main issue is that the later castlevania games started getting a bit repetitive with enironments. Box rooms. Into hallways, into box rooms with copy and paste designs.,
I want a well designed castle that feels lived in and has soul like sotn
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JeffCross
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Post by JeffCross on Jul 9, 2015 23:56:39 GMT -6
My main issue is that the later castlevania games started getting a bit repetitive with enironments. Box rooms. Into hallways, into box rooms with copy and paste designs., I want a well designed castle that feels lived in and has soul like sotn yeah I agree, I want this new castle to feel alive and very distinct with ever corner we turn... the gba and ds games were so limited that they could not be as unique as (I feel) Iga wanted them to be. so I hope we get an awesomely unique castle with the powerful systems they will be on.
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Motoko
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Post by Motoko on Jul 9, 2015 23:59:58 GMT -6
My main issue is that the later castlevania games started getting a bit repetitive with enironments. Box rooms. Into hallways, into box rooms with copy and paste designs., I want a well designed castle that feels lived in and has soul like sotn yeah I agree, I want this new castle to feel alive and very distinct with ever corner we turn... the gba and ds games were so limited that they could not be as unique as (I feel) Iga wanted them to be. so I hope we get an awesomely unique castle with the powerful systems they will be on. The glory of UE4 compels you!
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Post by zoned87 on Jul 10, 2015 2:46:52 GMT -6
Unreal 4 is a very flexible engine it can run everything from mobile games like flappy chicken all the way up to games like Kingdom Hearts 3, Shenmue 3 and the upcoming Unreal Tournament. There are also many other games that have graphical fidelity inbetween these, you can really do any level of game on UE4 depending on how much time and effort is put in.
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Post by McDerp on Jul 10, 2015 3:59:50 GMT -6
Unreal 4 is a very flexible engine it can run everything from mobile games like flappy chicken all the way up to games like Kingdom Hearts 3, Shenmue 3 and the upcoming Unreal Tournament. There are also many other games that have graphical fidelity inbetween these, you can really do any level of game on UE4 depending on how much time and effort is put in. Too bad too many pansy-ass developers are too scared to develop U4-engine games for Nintendo consoles ...
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Post by zoned87 on Jul 10, 2015 4:18:36 GMT -6
Unreal 4 is a very flexible engine it can run everything from mobile games like flappy chicken all the way up to games like Kingdom Hearts 3, Shenmue 3 and the upcoming Unreal Tournament. There are also many other games that have graphical fidelity inbetween these, you can really do any level of game on UE4 depending on how much time and effort is put in. Too bad too many pansy-ass developers are too scared to develop U4-engine games for Nintendo consoles ... It is difficult because epic themselves didn't make the software to do it, an ultimate example of lazyness and not giving a shit about Nintendo gamers.
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jim
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Post by jim on Jul 10, 2015 6:16:03 GMT -6
Too bad too many pansy-ass developers are too scared to develop U4-engine games for Nintendo consoles ... It is difficult because epic themselves didn't make the software to do it, an ultimate example of lazyness and not giving a shit about Nintendo gamers. I think this has less to do with "pansy-ass developers" and lazyness and more to do with the differences in hardware. Let's face it. The U4 engine, just like its predecessors, was originally designed with PC hardware and systems in mind. Now, the Xbox 360/Xbox One are pretty darn close to being desktop computer systems. They are specialized but not to the same degree as say the Wii, Game Cube, Dreamcast, or a LOT of other console systems past and present. So "porting" the engine to run on the Xbox systems really doesn't take a whole lot. With the PS4 I believe that Sony themselves may have had more of a hand in making the U4 engine port than the other game developers. I could be wrong and maybe Epic did it on their own or maybe some third party did it. Either way, the PS4 is again fairly similar hardware wise to a PC-ish system. There is certainly more custom hardware in it compared to a PC than in an Xbox compared to a PC, but again not on the same level as Nintendo. I wouldn't be surprised if the difficulty in porting of the U4 engine to the PS4 had more to do with OS compatibility than hardware/system compatibility. Now, you get to the WiiU and now you are dealing with effectively a completely custom system. This means that major portions of how the engine works will more than likely have to be re-written in order to work. Hardware optimizations and system architectures that were present and designed for in the PCs just aren't there on a console like the WiiU. This means that there may be entire sections of engine functions that may not only work incorrectly, but may not work at all. So you're not talking about simply writing special scripts or loading special assets, but re-writing portions of the core operating code. That takes a lot of time and money. Then throw on the fact that the hardware in the WiiU is at least a generation (or two) behind what the U4 engine was targeted for and the problem becomes a lot more involved. Now not only do you have to re-write core code to work on a special custom system architecture but you will also more than likely have to do a lot of "hand optimizations" of the code and removal or limiting of features to get it to run smoothly, cleanly, and at speed. Of course, this is really nothing new. Things like this are why games back in the 80's, 90's, and early 2000's used to take so long to develop. EVERY system had their own custom setup which required a special dev kit to enable you to write running programs for them so no one really bothered trying to make a "universal" game engine because it would require making highly specialized versions for every dev system you want it to support. These days the differences between PC/Xbox/PS4 for the most part come down to OS, specific GPU, and specific CPU. And more so now than before, even the GPU and CPU issue has mostly become moot. But not so much on the Nintendo systems. They're still running highly customized chipsets which means code/engines must be customized to match. Which, if you have a REALLY good SDK for the system it helps eliminate some of the headache but not all of it. This very reason is why the N64 never saw a lot of action from the game makers of the day. It was a fairly well known issue that the SDK for the N64 was not only obscenely expensive but was NOT AT ALL user friendly. Hence a lot of game companies made one or two games (or didn't even bother getting the SDK) and then gave up on the system as the time and money it took to make the games was deemed not worth it. Fortunately, from what I heard after that, Nintendo learned their lesson and the SDK for the GameCube was much better, with the SDKs for the DS, 3DS, and Wii being even better yet. But that still doesn't change the fact that a lot of game development starts on PCs and is geared towards PCs and every step you take away from that PC system "standard" is another increase in development time, cost, and complexity.
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Post by McDerp on Jul 10, 2015 6:18:42 GMT -6
It is difficult because epic themselves didn't make the software to do it, an ultimate example of lazyness and not giving a shit about Nintendo gamers. I think this has less to do with "pansy-ass developers" and lazyness and more to do with the differences in hardware. Let's face it. The U4 engine, just like its predecessors, was originally designed with PC hardware and systems in mind. Now, the Xbox 360/Xbox One are pretty darn close to being desktop computer systems. They are specialized but not to the same degree as say the Wii, Game Cube, Dreamcast, or a LOT of other console systems past and present. So "porting" the engine to run on the Xbox systems really doesn't take a whole lot. With the PS4 I believe that Sony themselves may have had more of a hand in making the U4 engine port than the other game developers. I could be wrong and maybe Epic did it on their own or maybe some third party did it. Either way, the PS4 is again fairly similar hardware wise to a PC-ish system. There is certainly more custom hardware in it compared to a PC than in an Xbox compared to a PC, but again not on the same level as Nintendo. I wouldn't be surprised if the porting of the U4 engine to the PS4 had more to do with OS compatibility than hardware/system compatibility. Now, you get to the WiiU and now you are dealing with effectively a completely custom system. This means that major portions of how the engine works will more than likely have to be re-written in order to work. Hardware optimizations and system architectures that were present and designed for in the PCs just aren't there on a console like the WiiU. This means that there may be entire sections of engine functions that may not only work incorrectly, but may not work at all. So you're not talking about simply writing special scripts or loading special assets, but re-writing portions of the core operating code. That takes a lot of time and money. Then throw on the fact that the hardware in the WiiU is at least a generation (or two) behind what the U4 engine was targeted for and the problem becomes a lot more involved. Now not only do you have to re-write core code to work on a special custom system architecture but you will also more than likely have to do a lot of "hand optimizations" of the code and removal or limiting of features to get it to run smoothly, cleanly, and at speed. Of course, this is really nothing new. Things like this are why games back in the 80's, 90's, and early 2000's used to take so long to develop. EVERY system had their own custom setup which required a special dev kit to enable you to write running programs for them so no one really bothered trying to make a "universal" game engine because it would require making highly specialized versions for every dev system you want it to support. These days the differences between PC/Xbox/PS4 for the most part come down to OS, specific GPU, and specific CPU. And more so now than before, even the GPU and CPU issue has mostly become moot. But not so much on the Nintendo systems. They're still running highly customized chipsets which means code/engines must be customized to match. Which, if you have a REALLY good SDK for the system it helps eliminate some of the headache but not all of it. This very reason is why the N64 never saw a lot of action from the game makers of the day. It was a fairly well known issue that the SDK for the N64 was not only obscenely expensive but was NOT AT ALL user friendly. Hence a lot of game companies made one or two games (or didn't even bother getting the SDK) and then gave up on the system as the time and money it took to make the games was deemed not worth it. Fortunately, from what I heard after that, Nintendo learned their lesson and the SDK for the GameCube was much better, with the SDKs for the DS, 3DS, and Wii being even better yet. But that still doesn't change the fact that a lot of game development starts on PCs and is geared towards PCs and every step you take away from that PC system "standard" is another increase in development time, cost, and complexity. I doubt it's impossible to tinker with the engine to suit the hardware so my stance is unchanged.
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zoned87
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Post by zoned87 on Jul 10, 2015 6:22:26 GMT -6
It is difficult because epic themselves didn't make the software to do it, an ultimate example of lazyness and not giving a shit about Nintendo gamers. I think this has less to do with "pansy-ass developers" and lazyness and more to do with the differences in hardware. Let's face it. The U4 engine, just like its predecessors, was originally designed with PC hardware and systems in mind. Now, the Xbox 360/Xbox One are pretty darn close to being desktop computer systems. They are specialized but not to the same degree as say the Wii, Game Cube, Dreamcast, or a LOT of other console systems past and present. So "porting" the engine to run on the Xbox systems really doesn't take a whole lot. With the PS4 I believe that Sony themselves may have had more of a hand in making the U4 engine port than the other game developers. I could be wrong and maybe Epic did it on their own or maybe some third party did it. Either way, the PS4 is again fairly similar hardware wise to a PC-ish system. There is certainly more custom hardware in it compared to a PC than in an Xbox compared to a PC, but again not on the same level as Nintendo. I wouldn't be surprised if the difficulty in porting of the U4 engine to the PS4 had more to do with OS compatibility than hardware/system compatibility. Now, you get to the WiiU and now you are dealing with effectively a completely custom system. This means that major portions of how the engine works will more than likely have to be re-written in order to work. Hardware optimizations and system architectures that were present and designed for in the PCs just aren't there on a console like the WiiU. This means that there may be entire sections of engine functions that may not only work incorrectly, but may not work at all. So you're not talking about simply writing special scripts or loading special assets, but re-writing portions of the core operating code. That takes a lot of time and money. Then throw on the fact that the hardware in the WiiU is at least a generation (or two) behind what the U4 engine was targeted for and the problem becomes a lot more involved. Now not only do you have to re-write core code to work on a special custom system architecture but you will also more than likely have to do a lot of "hand optimizations" of the code and removal or limiting of features to get it to run smoothly, cleanly, and at speed. Of course, this is really nothing new. Things like this are why games back in the 80's, 90's, and early 2000's used to take so long to develop. EVERY system had their own custom setup which required a special dev kit to enable you to write running programs for them so no one really bothered trying to make a "universal" game engine because it would require making highly specialized versions for every dev system you want it to support. These days the differences between PC/Xbox/PS4 for the most part come down to OS, specific GPU, and specific CPU. And more so now than before, even the GPU and CPU issue has mostly become moot. But not so much on the Nintendo systems. They're still running highly customized chipsets which means code/engines must be customized to match. Which, if you have a REALLY good SDK for the system it helps eliminate some of the headache but not all of it. This very reason is why the N64 never saw a lot of action from the game makers of the day. It was a fairly well known issue that the SDK for the N64 was not only obscenely expensive but was NOT AT ALL user friendly. Hence a lot of game companies made one or two games (or didn't even bother getting the SDK) and then gave up on the system as the time and money it took to make the games was deemed not worth it. Fortunately, from what I heard after that, Nintendo learned their lesson and the SDK for the GameCube was much better, with the SDKs for the DS, 3DS, and Wii being even better yet. But that still doesn't change the fact that a lot of game development starts on PCs and is geared towards PCs and every step you take away from that PC system "standard" is another increase in development time, cost, and complexity. I might have considered this a possibility but then they ported Unreal 4 to IOS and Android tablet/phone devices which were significantly weaker than Wii U hardware so that excuse kinda flew out the window when they did that.
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Post by jim on Jul 10, 2015 6:40:14 GMT -6
I doubt it's impossible to tinker with the engine to suit the hardware so my stance is unchanged. I never said that it was impossible. But it is CERTAINLY not as simple as un-checking a few check boxes and changing/tweaking the values in a few text boxes. It's writing/rewriting code, and it certainly won't be "just a few lines". Really unless you've written code (and I'm not talking scripts) and have had some experience dealing with embedded systems you wouldn't have a real appreciation for just how quickly things can become extraordinarily time consuming. Take you're idea of a worst case scenario, and then double it. And then quadruple that for every issue you find after the first. The U4 engine is basically like an OS. Using that analogy, when you go between different PCs and try to install Windows the most you really need are some specialized drivers. Kind of like the difference of using U4 on a PC vs. using it on XB or PS4. Trying to use U4 on a WiiU would be like trying to do a direct install of Windows 7 on a G4 Mac. Good luck with out putting in some real work.
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Post by zoned87 on Jul 10, 2015 6:46:11 GMT -6
I doubt it's impossible to tinker with the engine to suit the hardware so my stance is unchanged. I never said that it was impossible. But it is CERTAINLY not as simple as un-checking a few check boxes and changing/tweaking the values in a few text boxes. It's writing/rewriting code, and it certainly won't be "just a few lines". Really unless you've written code (and I'm not talking scripts) and have had some experience dealing with embedded systems you wouldn't have a real appreciation for just how quickly things can become extraordinarily time consuming. Take you're idea of a worst case scenario, and then double it. And then quadruple that for every issue you find after the first. The U4 engine is basically like an OS. Using that analogy, when you go between different PCs and try to install Windows the most you really need are some specialized drivers. Kind of like the difference of using U4 on a PC vs. using it on XB or PS4. Trying to use U4 on a WiiU would be like trying to do a direct install of Windows 7 on a G4 Mac. Good luck with out putting in some real work. Hardware wise the Wii U has a 3 core IBM Espresso CPU clocked at 1.24ghz with 2gb of system ram (last gen consoles had 512mb) and a modified Radeon HD 4800 series functioning as its GPU. No that isn't cutting edge, but saying it would be difficult to make it run while dropping the same engine on mobile platforms is ironic and slightly hilarious.
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Post by jim on Jul 10, 2015 6:49:26 GMT -6
I might have considered this a possibility but then they ported Unreal 4 to IOS and Android tablet/phone devices which were significantly weaker than Wii U hardware so that excuse kinda flew out the window when they did that. But who ported to IOS and Android? Epic? Apple? Some other dev.? Again, IOS is not really any different from porting between PC vs. XB/PS4. The architecture and hardware are there, you're basically just interfacing with a new OS. And with what I know of Android it tends to set things up like a PC with embedded system elements. So it'd be more on par with porting to a PS3/PS4 but with a little more work. And even then, do the things ported to Android using U4 run on ALL Android devices? I doubt it.
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Post by zoned87 on Jul 10, 2015 6:54:13 GMT -6
I might have considered this a possibility but then they ported Unreal 4 to IOS and Android tablet/phone devices which were significantly weaker than Wii U hardware so that excuse kinda flew out the window when they did that. But who ported to IOS and Android? Epic? Apple? Some other dev.? Again, IOS is not really any different from porting between PC vs. XB/PS4. The architecture and hardware are there, you're basically just interfacing with a new OS. And with what I know of Android it tends to set things up like a PC with embedded system elements. So it'd be more on par with porting to a PS3/PS4 but with a little more work. And even then, do the things ported to Android using U4 run on ALL Android devices? I doubt it. It wasn't technical reasons at all. www.videogamer.com/news/unreal_engine_4_games_could_be_ported_to_wii_u_epic.htmlEpic has been unclear about the Wii U's support for UE4 in the past, with Epic co-founder Mark Reintelling Videogamer that Epic doesn't intend to bring the engine to Wii U, but that "if a customer decides they want to port an Unreal Engine 4 game to Wii U, they could." I figured I'd ask straight-out, so during the Q&A with Rein, I did. "Will UE4 run on the Wii U?" "Hahaha no." Rein said, with expert comedic timing. The room erupted with laughter. As the laughs died down, Rein continued: "I mean, sorry, it's not really a correct answer. We're not… we have Unreal Engine 3 for the Wii U. Right? And Unreal Engine 3 is powering all kinds of amazing games, still lots of games are being made with Unreal Engine 3. We announced today about a new Unreal Engine 3 license. Unreal Engine 3 doesn't disappear because of Unreal Engine 4. But our goal for Unreal Engine 4 console-wise is next-gen consoles. That's really what our energies are focused on. If you want to make a Wii U game, we have Unreal Engine 3, and it's powering some of the best games on the Wii U already. "Nothing controversial, guys. Translation: We're asshats trololol no
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