September 3rd, 2015
September 3rd, 2015
Takumi: "Looking forward to Ryuu's next adventure"While the news of the day is mostly AA6-focused, today was also the final DGS DLC. As part of that, Takumi provided a special message for the players:
"London, at the turn of the 20th century...
I hope you enjoyed your great turnabout voyage.
The team is looking forward to the day we can meet you again in Ryuunosuke's next adventure."
While this isn't quite enough to say we got two AA sequel announcements in 48 hours - after all, this was written before the game went on sale - it is pretty close!
But until that day comes, Takumi leaves us with this:
Reply || Read Comments By Bolt Storm
September 2nd, 2015
Ace Attorney 6 - Official JP site open, TGS detailshttp://www.capcom.co.jp/gyakutensaiban/6/
AA6's official website has been opened, along with an associated TGS page, giving us clean art and screenshots for the first time!
While there's no particular new info on the site, the TGS page notes there will be a playable demo and live-streamed stage shows, as well as the traditional Special Court skit video.
Additional, slightly oversaturated screens from 4Gamer:
September 2nd, 2015
September 1st, 2015
September 1st, 2015
Gyakuten Saiban 6 (3DS) teased in Famitsu, playable at TGSUpdate 2: western release confirmed!
Update: Official site and clean logo. Site will have info added on 9/3 (Famitsu's release date.)
Holy smokey... Gyakuten Saiban 6 announced for the Nintendo 3DS, teased in the usual weekly Famitsu preview. No details for now, except that the staff will have Motohide (Producer) and Yamazaki (Director). The game will be playable at Tokyo Games Show (September 17-19), where players will be able to try out the new systems and get goodies.
TGS will have:
- playable demo (with stickers for players trying out the game)
- stage events (most likely livestreamed)
- Special Court video
Source: http://www.famitsu.com/news/201509/01087025.html Reply || Read Comments By L~A
August 28th, 2015
CEDEC 15 Ace Attorney presentation (scripting) summaryCEDEC 15, or Computer Entertainment Developers Conference, was held between August 26 ~ 28 in Yokohama and one of the lectures was "Making of a 3D Adventure With A Demonstration of the Ace Attorney Script System," led by KIMOTO Masahiro (Capcom Production Studio 4 planner). Premium members of Nico Nico Douga can still see the presentation through time shift (here), but both Famitsu and hosoboso have posted a report on it, which I'll summarize here. Click on the Famitsu link for pictures.
The presentation starts with an introduction of Kimoto and the Ace Attorney series. The main topic is scripting, explained here as simple programming. With Ace Attorney, the conversaion of scenario to final product goes roughly as follows.
1) The scenario writer writes the scenario according to specific rules.
>> For example, the person speaking is always marked with a "?".
2) The scenario is converted to script by programmers to include all the correct flags/so it runs as a game.
>> At this stage, the game can be 'played', but the characters just stand there as they're talking.
3) "Stage directors" add "direction" commands.
>> From BGMs to SEs, from the text speed to the wait between lines and other effects like flashes, they're all added at this stage. This is what makes the game look like Ace Attorney. Note that "stage director" is just a term used in this presentation. In Ace Attorney, this job is done by planners.
4) Output to executable data
Up until Ace Attorney 4, the script commands were just added right next the scenario. An example is the command "w10", which stands for "show this line for 10 seconds". But this method was labor-intensive (and you had to memorize all those commands), it resulted in a lot of input mistakes and it was also a hassle whenever the scenario changed. From Ace Attorney Investigations 2 on, they basically made a Ace Attorney scenario/script editing tool based on Excel. Commands can be selected from a pull-down menu and also warns them when there's an error. The program als included a localization tool, allowing for entering English while looking at the Japanese and also capable of outputting the data for an English version.
The scenario -> script converter tool is capable of automatically adding set commands during the convertion (i.e. certain camera movements or setting the correct text speed). Because the scripts for AA games are so large, the script is split in over 500 files (making it easier to oversee/correct). Setting the correct flags for evidence/story flags etc. for each of those files would be a lot of work, so they also have preset scripts, as well as tools for taking over the "metadata" of the previous files/scenes so the files/scenes flow into each other.
From Ace Atttorney 5 on, the games became 3D, so new elements like characters coming in from the side or the background were introduced, as well as camera movements. This is also handled by the script commands. With DGS, they also had to do the eye movements of the characters.
At the end of the presentation, Kimoto demonstrated how it worked (with DGS characters), starting with a bare scenario and slowly adding things like music with script commands until he had the final scene.
Q&A (some of questions)
Q: Any command mistakes that happened during localization?
A: There are tools for converting the commands and comparing the commands across the versions. Because of the character count in English, there'll always be differences though.
Q: What if motions are added/removed? How are changes shared among the team?
A: The exact duration of each motion is set, so as long as that doesn't change, the designers can just update their data and everything will update along with it. There is a tool to search for the scenes with certain motions. When motions or commands change, it also updates automatically, so no problems there. Reply || Read Comments By Ash
August 17th, 2015
Happy 1000000 postsWe just reached a milestone here on the forum: one million posts. Reply || Read Comments By henke37
July 31st, 2015
July 23rd, 2015