Soul Calibur VI: General discussion

Easy money? Save time for the port?

What do you mean by port? I thought it was available for pc already. Unless I'm confused sorry. =/

I'm feeling like the bonus character is a guest or veteran. Seeing the speculation going on.

Maybe its because the game is not copy/paste, otherwise it wouldn't take this long to develop? Just saying, you know.

Huh? Isn't reusing assets not copy and paste? Game wasn't built from scratch. Technically...

Just thought they would reserve DLC for introducing brand new characters into the series.

Edit: Not saying it should be only for brand new characters. Just the first pack of dlc. Okay maybe one veteran.
 
What do you mean by port? I thought it was available for pc already. Unless I'm confused sorry. =/

I'm feeling like the bonus character is a guest or veteran. Seeing the speculation going on.



Huh? Isn't reusing assets not copy and paste? Game wasn't built from scratch. Technically...

Just thought they would reserve DLC for introducing brand new characters into the series.

Well they still need to fix stuff and update styles, especially with the new mechanics and stuff.
 
Any reason why characters that are already created (Set/Hilde) would be DLC? I mean they are already there.
That is not how things work. They are not already there, unless you truly believe Project Soul simply imports old models right into the Unreal Engine. I am pretty sure you are not this naive.

I do not know what makes some of you thinking that game development is like playing with switches. Losing your mind when you hear DLC and pushing the "lazy devs" narrative. It baffles me.
 
That is not how things work. They are not already there, unless you truly believe Project Soul simply imports old models right into the Unreal Engine. I am pretty sure you are not this naive.

I do not know what makes some of you thinking that game development is like playing with switches. Losing your mind when you hear DLC and pushing the "lazy devs" narrative. It baffles me.

Don't they? I thought thats what all companies do to save time and money. Why not import a character from a previous game that already has everything and work from there? Like Alucard said updates and do changes. Seems counter productive to make new characters from scratch like Mitsurugi when he already has assets to work with.
 
Don't they? I thought thats what all companies do to save time and money. Why not import a character from a previous game that already has everything and work from there? Like Alucard said updates and do changes. Seems counter productive to make new characters from scratch like Mitsurugi when he already has assets to work with.
Having a base to work upon does not mean they are already there, done, ready to be used for a totally new installment.

Your post was more like there is an old 3D model of X character from previous titles. They drop it in a game engine. So why are they making me buy it? Ignoring all the work it needs to be done.
 
Vergeben quite literally said

"And "most of Lost Swords' cast will be in SCVI. You can pretty much deduce who will and who won't. And as for the characters that weren't on V, but were added to Lost Swords that will be in: Taki and Cassandra, obviously Sophitia who's already confirmed, but probably not Mi-Na."

Hayate also said a day before E3 "Cassandra and Voldo players shouldn't worry" or something to that effect.
 
Having a base to work upon does not mean they are already there, done, ready to be used for a totally new installment.

Your post was more like there is an old 3D model of X character from previous titles. They drop it in a game engine. So why are they making me buy it? Ignoring all the work it needs to be done.


Ah. I know there is work to be done.

Just figured X character would be faster than making a brand new character. With all the planning and work that comes with that.
 
Any who. Anybody know when SCV6 went into development? Article is dated Dec 18, 2017.

http://www.nintendolife.com/news/20...or_switch_but_that_might_change_in_the_future

Motohiro Okubo: SoulCalibur VI development started more than three years ago. And nobody knew anything about Switch back then. So, as a matter of fact we are not working on Switch, as of now. But of course, personally, I’m interested in the platform. So if the Unreal Engine can adapt to Switch, and evolve itself, then maybe the possibility will be more.

Just wondering the time frame.
 
Any who. Anybody know when SCV6 went into development? Article is dated Dec 18, 2017.

http://www.nintendolife.com/news/20...or_switch_but_that_might_change_in_the_future

Motohiro Okubo: SoulCalibur VI development started more than three years ago. And nobody knew anything about Switch back then. So, as a matter of fact we are not working on Switch, as of now. But of course, personally, I’m interested in the platform. So if the Unreal Engine can adapt to Switch, and evolve itself, then maybe the possibility will be more.

Just wondering the time frame.

I think another thing to wonder about is when exactly did this version of SC6 start getting worked on - wasn't there an older version that they had to scrap?
I too wish I knew the timeline for the game's development.
Like, did the more-than-three years of development end up including that scrapped version as well?
 
Ah. I know there is work to be done.

Just figured X character would be faster than making a brand new character. With all the planning and work that comes with that.

Info drop incoming. This is gonna still be pretty surface and more for explanation purposes.

It is faster, but only because they already have the entire theme of the character, what they're weapon is and their style along with VA. But, you can think of it more like, they have an idea of what the character is already, they still have to flesh it out again as opposed to creating an entirely new idea from scratch.

Keep in mind, because its a new game, and they are rebalancing characters which means, some moves may end up being scrapped, retweaked or redone in order to fit into the direction they want the game to go. For example, they seem to have been scrapping A+K inputs so the problem becomes, do they just want to switch the inputs for the move or get rid of the move entirely. Is the attack moving to fast for the amount of damage it causes, versus reach and safety. If they want to add in new moves, how will they work with other moves already there. Will players believe that the move is possible and does it look "Cool" enough. In some cases adding changes to existing characters becomes more work because you're trying to preserve what player's find interesting and engaging about the character while still trying to add in something fresh and a slightly different spin on it. Playing it safe and not changing much will have people calling it a copy paste scam, where as changing too much will cause players to reject it.

In terms of the character models, I personally am not sure what PS's workflow is so I can only make a few guesses. I also don't know the engine they used for SCV and lost swords and if they have access to it, how much they have and what is reusable. Basically, because its an inhouse engine, if they don't have the original source files they are a number of things they could have done that could have made those assets unusable even before consideration for SCVI. For example, the file formats for their own engine could have taken in standard .obj files, converted them to a much smaller and faster loading custom format which is pretty standard, and now those files are only readable by the engine. If they lost or are unable to understand how to reverse the process because team members change, lack of documentation those files are practically gone. Additionally, there might have been a couple of things they did to the character models in order to make sure they loaded and looked best inside their own engine. In short a lot of cheats and hacks.

If they managed to get those character models, then they're is the whole process of what can they reuse. Remember, they still have to redesign the entire visual aesthetic for the character, even if there isn't going to be much external changes in the base character mesh. They can't really use older game models even if they do have them because....they're squares (more accurately twin triangles but you get the point). If they use the sculpt first approach to get a high poly sculpt of the character then it's much faster to just resculpt the character using the redesigned concept art as opposed to importing in someone else's model and trying to work off that. The old model could have its own set of problems that either Unreal will complain about, will be really annoying to try and fix (duplicate hidden geometry), proportions might not fit etc. There could also be problems with the way the character was modelling and the way the lighting in UE4 works that cause problems with shadowing and other visual effects. At the end of the day, the team can change it is sometimes much faster to resculpt/model the character because if you're doing every other step again, it'll be a better advantage if you have people that know every part of the asset inside out incase something goes wrong.

Textures are going to have to change, I don't really need to explain that. Same with colours that are used and making sure they aren't noisy, but still aesthetically appealing.

Rigs are going to change. They're going to need a new base rig that's used. I have some idea of how they are handling character creation rigs but I'd need more time to flesh out the entire rigging system.

Only then do we get to the actual animations. Which has to take into account things such as making sure they don't expose any problems in the character model. They don't cause visually cause problems for the player. They look and feel correct in regards to the character that is using them. We've all see those weird CAS Asta characters that grab enemies but they have a good cinderblock in between the hand the character. All those animations for each character need to be redone because retargeting from the old rig to the new one will have its own set of issues, on top of all the gameplay stuff I mentioned earlier. The audio needs to match the visual information. They have to build all the hit detentions for all the attacks. Depending on the method that they use, this can be extremely annoying to do in order to get very accurate results. Quick disclaimer, I haven't spent to much time with Motion Capture. I've been the person in the suit and i've looked into a lot of how to work with it but I haven't really imported raw data and worked with it so there could be a couple of things out of place that I am thinking of.

I just realized I'm writing a wall....so Ima cut if off here. Just a quick thing. Working with Unreal is a lot different than what devs might be used to because of all the flexibility but also rigidness of how the engine is built and how you have to work. You can't really copy paste so much stuff because of the way things work and link together.

Tl;dr: Old characters only give a solid theme and idea for the devs to use. Sometimes they can reference older models to speed up production but because they're using a new engine entirely they might opt for doing things over again. Even SCV and LS models might end up being used as a reference for gameplay movelists as well as techniques on the way some of the game works and is displayed instead of taking the character model and slapping a new outfit on it. Theoretically, there is less work that needs to be done but, I would also argue that sometimes it is more work trying to fit within a certain set of parameters. Particularly because this is a fighting game, a lot of asset reuse does not apply as much because of all the other changes that have happened. Might as well redo the stuff in order to bring them in line.
 
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Only then do we get to the actual animations. Which has to take into account things such as making sure they don't expose any problems in the character model. They don't cause visually cause problems for the player. They look and feel correct in regards to the character that is using them.
Not sure about everything else (models and rigs), but I think it's safe to say in case of SC6 a lot of animations are actually reused since old animations mistakes persist unchanged all the way from SC2 to SC6 (see Sophitia's legendary flying sword). Those can't be coincidental.
 
Not sure about everything else (models and rigs), but I think it's safe to say in case of SC6 a lot of animations are actually reused since old animations mistakes persist unchanged all the way from SC2 to SC6 (see Sophitia's legendary flying sword). Those can't be coincidental.

I don't remember this one. When did it happen?
 
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