- Joined
- Sep 3, 2018
- Favourite title
- Shenmue
- Currently playing
- Rise of the Ronin
I have to admit this has been one hell of an entertaining thread. Who knew that one simple question would evolve into this?
No pissing contest. This somehow warped into a Shenmue vs. Mario thing when it was intended as A Hat in Time vs. Shenmue 3 comparison to demonstrate that the difference in budget shouldn’t be used as an excuse.
5 guys with $300k came damn close to Mario so don’t tell me dozens of guys with millions of dollars and the same lead designer can’t come close to Shenmue. Is my only real point.
To be clear I’m obviously talking about the 3D Mario games that A Hat in Time is inspired by.Quick edit on that Pac Man might actually be harder to make than Mario. You have to program the 4 ghost AI's to work constantly.
My point was ANY game is difficult to make.To be clear I’m obviously talking about the 3D Mario games that A Hat in Time is inspired by.
Looking at stuff the NPCs had a ton of functions that I've never seen in the game (I can't remember if I saw them opening and closing doors), but there's stuff for grabbing and letting go objects, makes me want to know what are all the exposed animator parameters, any idea what they are ?ShenmueIIISDK/Demo/Shenmue3SDK/SDK/ABP_ScheduleNPC_classes.h at 31fa76295aa0a12cd24dcee56e8b63404668ad2d · LemonHaze420/ShenmueIIISDK
Shenmue III UE4 SDK. Contribute to LemonHaze420/ShenmueIIISDK development by creating an account on GitHub.github.com
Looking at stuff the NPCs had a ton of functions that I've never seen in the game (I can't remember if I saw them opening and closing doors), but there's stuff for grabbing and letting go objects, makes me want to know what are all the exposed animator parameters, any idea what they are ?
Yeah if t comes down to mechanics the argument that it isn't close to Shenmue as a game seems odd... Shenmue III is functionally nearly exact to what Shenmue 1 and 2 were and they even added to them, I understand these additions are divisive, but they still did. I also agree, story and character development was where Shenmue 3 was considerably lacking, they only had enough resources to fully back story or gameplay, if they'd decided to make Shenmue 3 purely story focused it wouldn't have resembled a Shenmue game at all, it'd be more like Telltale presents Shenmue. Shenmue 4 needs a good balance, like Shenmue 1 and 2.I'd argue they did come close to Shenmue. I'd argue the design is Shenmue through and through. Story, presentation and character issues aside...I still feel like the game design was pure Shenmue.
The real question to me is did some people expect more and come to feel disappointed by the little they got or did people grow up and move on from Shenmue and become disappointed that they didn't get an evolution of Shenmue? Because I feel that's where the bulk of disappointment with it comes from. But that's all story and character related.
But in terms of actual game design. I still think, story and character issues aside, that the game design is exactly what Shenmue always was. I remain impressed they got as close as they did.
Now I can remember the arcade in Niaowu lol
But honestly I don't think I've seen NPCs grabbing and letting go objects (the old woman with the frying pan maybe ?)
Never saw if them drop the cigarette or is just a loop.
exposed animator parameters, any idea what they are ?
Even when saying that getting "greenlight" to make a console game doesn't require "hundreds of thousands of dollars" you took it as a comment to you when it was aimed at another user.
Not everything is a fight.
I'm not battling you man, I don't know why you say that.
I'm just asking because I'd like to know, I totally forgot about those big doors in Niaowu, I ask about the attaching method because I'm also a gamedev and it's a pain in the ass to animate characters with objects that aren't rigged/part of the hierarchy and it's a nice info. The difference between letting to an object and not is that, it's easier to use an animation event at the end of the cycle and deactivate the object, than having to attach it and deattach it every time (but it's better).
I like to know those little things that make the game cool.
I was looking to see if the cooking lady grabbed the pan or it was baked into the animation and found this:
Which seems to point that the sausages movement was animated.
Even when saying that getting "greenlight" to make a console game doesn't require "hundreds of thousands of dollars" you took it as a comment to you when it was aimed at another user.
Not everything is a fight.
Even when saying that getting "greenlight" to make a console game doesn't require "hundreds of thousands of dollars" you took it as a comment to you when it was aimed at another user.