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    Tatsunoko Vs Capcom Dev Blog: Going Online

    Wednesday, November 18, 2009, 01:57 PM [General]

    Niitsuma-san is here to 1) gripe about how busy he is, even though they just finished the game 2) tell you the story about how he's been climbing the mountain of putting a serious Wii fighting game online. 

    --

    Hi guys, it's me, still pretty busy even though development is finished.

    So, the development is done!!  All we have to do is think of ideas to sell the game... but it's been busy all along, so that hasn't changed.  How can I be so busy even though development is over... I just wonder looking at this pile of stuff that are waiting for me to check.

    So, I would like to talk about the background story of development #3 (last episode)

    "Implementing of the Network Mode"

    Going back a bit to when we started off the project...

    When we were having a meeting about whether we will implement Wi-Fi network mode, the feature that we received strong user feedback, this kind of debate was going on:

    "We would like to implement Wi-Fi this time"
    "But Wii is wireless, can we implement this feature properly?"
    "Doing Wi-Fi is fine, but can we do this on a 'fighting' genre?"
    "Well, if we can learn from what Capcom has experienced with network?"
    "Can we get any Nintendo's technical support?"
    "Do we need to implement a network fighting game for Wii users to begin with?"
    "Oh, let's not start that again!"

    ... is the kind of debate that we had.

    While I was working on Street Fighter IV which implemented network features,  I asked our tech experts at Capcom at a meeting to decide about this feature for TvC:

    "So how is it, fighting game, online on the Wii platform?"

    "Might be difficult, but it's not impossible" After I heard this, I decided that I will implement the Wi-Fi mode.

    After that, I asked many people for opinions and advise and when we talked to Nintendo about tech-support, the person at Nintendo also said:

    "Ok, we'll do our best to help you!"

    This was very encouraging too, but when we first mentioned it to Nintendo, the person was quite surprised too. 

    So, looking into each of the online features.

    Because it will be against Nintendo's regulations and policies, I can't mention too many details, but basically, it's about matching those with good connection and the one that is not as good, determining transmission speed, and nailing down where it is the most appropriate to develop and implement the online battle mode while we figure out the development restrictions that we have.

    Through a long testing process with extensive trial and error, we were able to make it happen, so it would be great if you could try and test it when the game is released.

    Lastly, having worked on a game/genre which tend to get a lot of challenging demands, people would ask me about Wii's network related things, it gave me the impression that it is not impossible, worth trying.

    Of course, there were some realities that we had to face (like wireless)
    but we spent a lot of time looking into it and there is something that can be done.
    (we worked very hard on it, but we want you to tell us what you think).

    To be honest, playing wired or wireless - wired is faster of course,
    but this is really up to the users.  Thanks for reading, I hope to tell you more info again.

    If there's anything you would like to ask , please feel free to send me messages here:  TvC official forums

    4.6 (10 Ratings)

    Capcom's Sven talks Global Development

    Monday, November 16, 2009, 03:37 PM [General]

    Our own Christian Svensson (aka Sven) sat down for an interview with gamesindustry.biz during his recent hobbit-hunting trip to New Zealand

    The interview does not contain spoilers about any upcoming games, but is full of insightful stuff about how publishers make their decisions, Japanese/Western integration, and Capcom's future.

    Q: Does this mean Capcom's target consumer audience is now increasingly focused outside of Japan?

    Christian Svensson: Without question.

    Head here to read the full story

    4.6 (11 Ratings)

    Alien Vs Predator Combo Madness

    Monday, November 16, 2009, 02:10 PM [General]

    Think Castle Crashers has some fun combos?  Time for a history lesson, because 1994 just called to show you what's up.

    Check out this combo video (complete with annotations) from our arcade classic "Alien Vs Predator."  As you can see, while you can play this as just another typically button-mashy side-scroller, it actually has a really in-depth combo system that puts most modern games to shame. 

    The same guy also has some more amazing tricks playthrough videos for all four playable characters (each are unique and interesting), so check out his page herePredator Warrior FTW!

    4.6 (10 Ratings)

    Talkin' Tatsunoko with Niitsuma-san

    Tuesday, November 10, 2009, 02:01 PM [General]

    Game-design geeks Gamasutra sat down for a nice long-form interview with Tatsunoko Vs Capcom: Ultimate All-Stars producer Ryota Niitsuma

    They talk about the project's origins, working on the Wii, balancing and more.  Check it out here. 

    4.6 (8 Ratings)

    Flock Wins Scottish BAFTA for "Game of the Year"!

    Monday, November 9, 2009, 12:08 PM [General]

    FLOCK! takes home the 2009 Scottish BAFTA for "Game of the Year" in the first year games have ever been included in the award categories.

    FLOCK! producer Robby Zinchak at right accepting the award (with Creative Director Geoff Gunning), which in true Scottish tradition also includes a custom bottle of whiskey.

    More details here, or if you're one of those award show people, you can watch the entire ceremony here.  Congrats to everyone who worked on this, and if you missed it, be sure to check it out on XBLA, PSN, and PC.

    4.6 (10 Ratings)

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