Posted July 2, 201411 yr Popular Post Tai Yasue stated this in regards to the capes. We're doing a lot of experimentation with the cape system, but it's a very costly and difficult process. Apparently adding capes to a cutscene is very costly and difficult for the Osaka team....
July 2, 201411 yr wow.... They can make an entire game, but can't add something as simple as capes? what is this now...
July 2, 201411 yr Author wow.... They can make an entire game, but can't add something as simple as capes? what is this now... Back in the old structure, the Osaka team was #5 in Square Enix....
July 2, 201411 yr Popular Post Well, couple things 1.Tai Yasue said it's hard to do, and I'm pretty sure he knows what he's talking about a lot more than you do when it comes to this kind of stuff, so I'm gonna assume he's right 2. Capes are big and floppy, if you've ever seen a cape before, you'd know they don't move around like a person does. The physics of a cape are just a little different than that of a character Jus sayin
July 2, 201411 yr Back in the old structure, the Osaka team was #5 in Square Enix.... #5 out of how many teams?
July 2, 201411 yr Well, couple things1.Tai Yasue said it's hard to do, and I'm pretty sure he knows what he's talking about a lot more than you do when it comes to this kind of stuff, so I'm gonna assume he's right2. Capes are big and floppy, if you've ever seen a cape before, you'd know they don't move around like a person does. The physics of a cape are just a little different than that of a characterJus sayin 1. Tai Yasue says a lot of things, I'm pretty sure that an entire team with programmers and such can develop costumes on a cutscene. 2. We're talking about a video game here, it shouldn't take that much time.
July 2, 201411 yr Capes from what I know are pretty hard to make. Ya know, in the development of Batman: Arkham City one person took 2 years to make and program Batman's cape. Even though it is just one person, 2 years is quite awhile. Just all the movements you would have to program is just insane. Edited July 2, 201411 yr by Skhyatze
July 2, 201411 yr Author #5 out of how many teams? #1 Kitase, Toriyama, Nomura and Hashimoto. (FFX, FFXIII along with their sequels and KH and KH2) #2 Crystal Chronicles #3 FFXI #4 FFXII and Tactics #5 Osaka #6 Front Mission #7 & #8 small teams on small projects #9 and #10 were Enix stuff
July 2, 201411 yr #1 Kitase & Toriyama (X & XIII along with their sequels) #2 Crystal Chronicles #3 FFXI #4 FFXII and Tactics #5 Osaka #6 Front Mission #7 & #8 small teams on small projects #9 and #10 were Enix stuff At first glance that seems like they're decent being in the middle. But with the others being smaller teams, they don't seem too terribly big. I've enjoyed what I've played by the Osaka team, though.
July 2, 201411 yr Author At first glance that seems like they're decent being in the middle. But with the others being smaller teams, they don't seem too terribly big. I've enjoyed what I've played by the Osaka team, though. They had 100 employees back in 2003 when they were working on All Star Pro-Wrestling III. The #1 team had about 300 but they were working on both FF and KH at the same time.
July 2, 201411 yr I remember when Ubisoft talked about their trench coat physics in Watch Dogs, they had to do dozens of hours of motion capture to make it look right. Adding a cape would be a similar situation, unless they don't even try to aim for realism. Maybe for KH3 we will see capes but it's not worth all the hassle for an HD remaster.
July 2, 201411 yr Lemme tell you, I recently did a game design course, I didn't do more than put a air plain onto a map in Unity and make it fly, but it was hard as HELL to do. It's not that easy to do things that seem simple like "making capes move". They have to add an entire rig to it, animate it, make sure that it dosen't get in the way of view or combat or other elements of the game, make sure it dosent spaz out, make it look semi-natural in terms of movement, then actually textureing the model, making the model, attaching it properly to the character model, making sure the engine will accept the architecture and run it without causing lag, and more. Making a ball bounce is hard to do in a game, so just saying that it should be easy is an understatement so great I would easily be able to say it's one of the top understatement of the year. Edited July 2, 201411 yr by Guest
July 2, 201411 yr Author I remember when Ubisoft talked about their trench coat physics in Watch Dogs, they had to do dozens of hours of motion capture to make it look right. Adding a cape would be a similar situation, unless they don't even try to aim for realism. Maybe for KH3 we will see capes but it's not worth all the hassle for an HD remaster. We aren't talking about that sort of thing, we're talking about a simple cutscene.
July 2, 201411 yr We aren't talking about that sort of thing, we're talking about a simple cutscene. The context of the quote from Yasue was about adding capes fully into the game. I don't know where you got this one cutscene idea from.
July 2, 201411 yr Author The context of the quote from Yasue was about adding capes fully into the game. I don't know where you got this one cutscene idea from. Birth by Sleep Final Mix mate. Armour isn't used that much.
July 2, 201411 yr Birth by Sleep Final Mix mate. Armour isn't used that much. It's still used in gameplay situations (Mirage Arena, Lingering Sentiment vs Terra-Xehanort, etc). Yasue was talking about adding capes to all variants of the Keyblade Armour. Sure, they could ignore gameplay but then the capes would magically appear and disappear between cutscenes and gameplay, which would be stupid.
July 2, 201411 yr Author It's still used in gameplay situations (Mirage Arena, Lingering Sentiment vs Terra-Xehanort, etc). Yasue was talking about adding capes to all variants of the Keyblade Armour. Sure, they could ignore gameplay but then the capes would magically appear and disappear between cutscenes and gameplay, which would be stupid. They look pretty stupid in cutscenes right now anyway.
July 2, 201411 yr They look pretty stupid in cutscenes right now anyway. All the more reason for them not to be included
July 2, 201411 yr I don't know anything about developing a game, but I would imagine just animating the motion of a flowing garment, like a cape, frame by frame, would be incredibly time consuming. I've been using DAZ studio and just getting a single character in a specific pose can take hours. Granted Square has much more experience, but I can see how posing a cape for each frame, especially in battle, would take a long time.
July 2, 201411 yr The process of making capes isn't simplistic at all. It's easy They look cool in KH2FM.Just because they look cool doesn't mean that it easy or even practical to apply to an entire game.
July 29, 201411 yr Capes are very complex when moving along the body and wind, so if you want to get it right it takes time, and probably money. Batman's cape in Arkham Asylum took 2 years to program, so you get the idea. "Eidos president Ian Livingstone said one developer spent two years programming Batman's cape, using over 700 animations and sound effects to make it move realistically" http://en.wikipedia.org/wiki/Batman:_Arkham_Asylum
Tai Yasue stated this in regards to the capes.
Apparently adding capes to a cutscene is very costly and difficult for the Osaka team....