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電視遊戲討論版>Vanquish (三上真司新作) [已售]
Designer 09:39 PM 08-26-10
信住先
http://platinumgames.com/2010/08/26/...hind-vanquish/
Programming the Engine Behind Vanquish

August 26th, 2010 by PlatinumGames

Filed: Community, Games, PlatinumGames, Vanquish

Hi. My name is Hideaki Nakata, and I was in charge of Vanquish’s PS3 Engine as well as overall engine tuning. I thought I would write a blog entry to give you some insight into the system programming on Vanquish.

So what is system programming? It is actually hard to explain, but it is best described as the foundation of the game. To use a car analogy, it is the engine behind things… This is why we use the term game engine as well. Looking at it from the top down, the system programming is everything to do with the game that doesn’t involve actual gameplay (everything other than the code running the player/enemies, etc.). But still, a bit hard to explain exactly…

For the engine powering Vanquish, I tried focusing on all-out quantity. Shinji Mikami, the director of Vanquish, made a number of requests. “I want the game to look unlike anything else out there! I want our battlefields to have the overwhelming feeling of a real battle.” I realized the only way we are going to pull this off is with “quantity.” More and more enemies are going to have to keep appearing, more and more bullets are going to have to fill the air, bigger and bigger explosions are going to have to ring out… We would need an engine that could pull that off while still keeping the characters and backgrounds rich in detail.

While the Vanquish engine is based on work done on Bayonetta, it was for that reason that we had a lot of work to do changing things for this project. For instance, we completely rewrote the renderer, implementing a technique known as “deferred rendering.” I think the new renderer turned out quite well.

We also tuned the title so that if you play Vanquish on the PS3 or the Xbox 360 you should notice little to no differences. Even the developers on the Vanquish team have a hard time telling the two versions apart at a glance… So no matter which console you have, you have nothing to worry about!
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C.N 10:36 PM 08-26-10
作者: Designer:
信住先
http://platinumgames.com/2010/08/26/...hind-vanquish/
Programming the Engine Behind Vanquish

August 26th, 2010 by PlatinumGames

Filed: Community, Games, PlatinumGames, Vanquish

Hi. My name is Hideaki Nakata, and I was in charge of Vanquish’s PS3 Engine as well as overall engine tuning. I thought I would write a blog entry to give you some insight into the system programming on Vanquish.

So what is system programming? It is actually hard to explain, but it is best described as the foundation of the game. To use a car analogy, it is the engine behind things… This is why we use the term game engine as well. Looking at it from the top down, the system programming is everything to do with the game that doesn’t involve actual gameplay (everything other than the code running the player/enemies, etc.). But still, a bit hard to explain exactly…

For the engine powering Vanquish, I tried focusing on all-out quantity. Shinji Mikami, the director of Vanquish, made a number of requests. “I want the game to look unlike anything else out there! I want our battlefields to have the overwhelming feeling of a real battle.” I realized the only way we are going to pull this off is with “quantity.” More and more enemies are going to have to keep appearing, more and more bullets are going to have to fill the air, bigger and bigger explosions are going to have to ring out… We would need an engine that could pull that off while still keeping the characters and backgrounds rich in detail.

While the Vanquish engine is based on work done on Bayonetta, it was for that reason that we had a lot of work to do changing things for this project. For instance, we completely rewrote the renderer, implementing a technique known as “deferred rendering.” I think the new renderer turned out quite well.

We also tuned the title so that if you play Vanquish on the PS3 or the Xbox 360 you should notice little to no differences. Even the developers on the Vanquish team have a hard time telling the two versions apart at a glance… So no matter which console you have, you have nothing to worry about!
兩部機規格唔同~要搵的話肯定會有分別~不過自從PlatinumGames公佈這款作品以黎~所放出嘅遊戲畫面﹑預告片同實機演示都係PS3版~所以我唸就算雙版本有差別~都唔會好似Bayonetta咁樣~我應該會入PS3版的~主要係手制問題~不過都要玩過下星期出嘅DEMO先算@( ^ ~ ^ )@
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C.N 10:40 PM 08-26-10
話說上次有日本朋友去完VANQUISH0807之後話兩個版本其實都係半斤八兩~PS3版出輕微掉幀現象~而360版嘅對比度則比較低~
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D-Joe 11:08 PM 08-26-10
作者: C.N:
兩部機規格唔同~要搵的話肯定會有分別~不過自從PlatinumGames公佈這款作品以黎~所放出嘅遊戲畫面﹑預告片同實機演示都係PS3版~所以我唸就算雙版本有差別~都唔會好似Bayonetta咁樣~我應該會入PS3版的~主要係手制問題~不過都要玩過下星期出嘅DEMO先算@( ^ ~ ^ )@
有360版的,但當然係PS3版偏多
不過呢D野下星期就知啦
值得高興既係今次行版唔洗等到一月了
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C.N 10:19 AM 08-27-10
作者: D-Joe:
有360版的,但當然係PS3版偏多
不過呢D野下星期就知啦
值得高興既係今次行版唔洗等到一月了
o~我意思係官方放出嘅都係PS3版~
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河野貴明 06:41 PM 08-31-10
體驗版有未?
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C.N 06:45 PM 08-31-10
作者: 河野貴明:
體驗版有未?
美服XBL有了~
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普通人一個 07:25 PM 08-31-10
作者: C.N:
美服XBL有了~
不過要金會員先dl到
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漆黑天使 07:58 PM 08-31-10
作者: 普通人一個:
不過要金會員先dl到
美PSN重未見有.....
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柚原このみ 12:04 AM 09-01-10
而家得360美live至有?
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W!LL 12:07 AM 09-01-10
日版demo話2號先有
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An0raku 06:42 AM 09-01-10
主角造型從後面睇有啲雨宮慶太feel
哩埋避彈嘅時候唔記得按邊個掣 佢會除面罩點煙
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柚原このみ 08:42 AM 09-01-10
美PSN已上架
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柚原このみ 09:38 AM 09-01-10
體驗完,好爽、好型、必買
近身攻擊次數有限制,唔係打得仲過癮
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1727877 10:49 AM 09-01-10
試完隻game
畫面唔算好靚,不過好爽快
仲有唔係好識搶機械人...
個boss好似打頭同左手先會有特別劇情
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kyo353 10:52 AM 09-01-10
都幾爽
不過要一段時間習慣下個操作
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1727877 11:00 AM 09-01-10
唔係好習慣冇得跳...
同埋執武器等唔等同武器升級?
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kyo353 11:18 AM 09-01-10
作者: 1727877:
唔係好習慣冇得跳...
同埋執武器等唔等同武器升級?
執到你已有既武器係RELOAD
升級還升級
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1727877 11:36 AM 09-01-10
作者: kyo353:
執到你已有既武器係RELOAD
升級還升級
因為我見執執下武器就變左有粒星係度,仲以為升級...
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柚原このみ 12:23 PM 09-01-10
作者: 1727877:
試完隻game
畫面唔算好靚,不過好爽快
仲有唔係好識搶機械人...
個boss好似打頭同左手先會有特別劇情
廣場右上有sniper槍,射爆機器人上面隻紅兵,再行去部機可以搶機渣
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D-Joe 01:08 PM 09-01-10
又真係幾隻,打BOSS有時好似打緊3D彈幕GAME
遲D試埋360版睇下邊個操控好D就買邊個
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TSZ 04:43 PM 09-01-10
吾知正式版d武器係咪好似LP甘都係一路行一路執,過版就無甘呢,都係比較鍾意類似BIO既設定,可以收集武器,同埋可能試玩個版圖都係機械為主,D敵人同場境好似痴埋一舊甘.. 不過轉武器同格鬥時主角件裝甲D細節又造得几仔細,同埋好流暢~
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ryankam16 05:50 PM 09-01-10
射晒D子彈,換一換槍,自動reload
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漆黑天使 07:35 PM 09-01-10
我上過美PSN但見唔到有Demo....
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C.N 08:22 PM 09-01-10
作者: 漆黑天使:
我上過美PSN但見唔到有Demo....
點會啊~上demo果度入去就搵到~
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