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Kingdom Hearts III Ultimania interview with Kingdom Hearts III programmer Masashi Nakamichi


Leamax

Kingdom Hearts III Ultimania, the official companion book for Kingdom Hearts III has released in Japan, and translations from the book's interviews are starting to appear online. In addition to all of the Kingdom Hearts III mysteries expanded on, a full interview from the book has appeared – with a programmer who worked on Kingdom Hearts III, Masashi Nakamichi.

This interview is one of many from Kingdom Hearts III Ultimania and has been translated by @lunesacree. With a big thanks to them, you can read this interview below!

Quote

DISCLAIMER: This is only a tentative translation and should not be relied on for any concrete information. It is possible that there are mistakes. I tried hard to be as clear as I could just in case.

Previously worked on: KH Re:CoM, KH BbS, KH Re:coded, KH BbS FM, KH 3D, KH 2.8, Brave Fencer Musashi 2: Blade Master

Q: What kind of work were you responsible for?
A: Things like coordinating the implementation of enemies into the game, expanding the development engine, and work related to the camera.

Q: Was it difficult (laborious) to work on the PS4 version, Xbox One version, and also the international version all at the same time?
A: The PS4 and Xbox One each have their own slightly different capabilities as they are different machines, so dealing with the processing speed and memory consumption was difficult. We were only able to overcome (this problem) thanks to all the programmers working together.

Q: Please tell us the most difficult point/problem.
A: There was a lot of unforeseen trouble when it came to making it possible to link with (Sora's) friends or use Attraction Flow anywhere, as giant characters had to appear in cramped spaces or rugged/rough terrain, including poor movements, missing walls, and the breakdown (lit. "collapse") of (characters') appearances. Every time we made a new attack or map, we would get reports like "the camera sinks in at this point in the terrain when using this attack", and we dealt with every(thing) one at a time.

Q: What ideas did you get from the (other) programmers' side?
A: The programmer responsible for effects gave me ideas for things like when the shape of the Darkubes in San Fransokyo should change, while at the same time doing (his own) implementation work. Thanks to that, they (the Darkubes) ended up being presented very impressively, I think.

Q: Please tell us something interesting that happened during production.
A: The programmer in charge of enemies bought us some "educational candy" (note: this is a bit hard to explain, but it's essentially a children's candy that you can take apart or play with in addition to eating it; it's supposed to stimulate learning and be fun as well as healthier than regular candy) and was keeping it for the celebration of the release day, but by the time release day came, the candy had already been expired for a month. That being said, it seems that we were fine even after eating it.

BONUS! "A secret about the game only you know"
The Rock Titan boss was initially shown in a video in the fall of 2013, but the "mountain coaster" that you fight it with wasn't really OK, so it had to be redone over and over again. Counting its first appearance, the Rock Titan you fight in the finished game is the fifth version.

Source: http://www.twitlonger.com/show/n_1sqqr4a

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That's pretty awesome! Thanks for sharing this with us, Leamax!

It's amazing what goes into game development and all the little details that go along with it! It's definitely a process, for sure!

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