NSider
Contributing Editor
من مقابلة لرئيس Feelplus مع موقع Gamasutra:
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http://www.gamasutra.com/view/feature/3628/developing_an_epic_nakazato_on_.php
المحرك تقريبا أثبت أنه مش الحل السحري اللي كانوا بعض المطورين متصورينه. بالعكس، الألعاب اللي طلعت عليه بشكل جيد فعلا قليلة جدا. وفوق كذا يبدو أن المطورين اليابانيين بالذات يعانون معه. المحك الأخير للمحرك مع اليابانيين راح يكون مع لعبة سكوير إينكس، ذا لاست ريمننت..
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باقي المقابلة (يتكلم عن تطوير لوست أوديسي وعن المشاريع المستقبلية للفريق):Was the integration of Unreal Engine 3 smoother since we last spoke? How did that go?
RN: Integration of the Unreal 3 Engine was very difficult. Especially, it's not really because it's the Unreal 3 Engine, but I guess a lot of my guys are used to making Japanese RPGs, and they have their own philosophy in designing the games. And, you know, we didn't really follow the Unreal Engine philosophy to begin with, so it was more difficult.
And also, you know, we didn't have many English-speaking engineers, and that made it even more difficult, because at the time, Unreal Engine was evolving, so we needed to really be watching out what's happening with the Unreal Engine on the updates and the newsgroups and everything. But they are pretty much in English. You know, they had some Japanese support, but it was difficult in that sense.
Now that you've completed one Unreal Engine game, do you think it's going to get easier in the future if you use it again?
RN: Yeah, I think so. Yeah. It doesn't necessarily mean we will use it for our next project, but it will be much easier next time, if we use it again.
Is it easier than building your own engine, or do you think you would, in the future, build your own?
RN: Well, we have pretty much decided to go with our own internal engine at this time, so we made that choice -- you know, basically we just weighed pros and cons, and we thought it was better that we create our own.
And also, it's different; back then when we started Lost Odyssey, we didn't even have an Xbox 360 platform. And Epic Games was one of the more advanced technology companies back then, so I think it was the right decision back then. But now that we are under AQI Group, and we have three studios, and we've got a lot of internal technologies, it's better to utilize those rather than borrowing somebody else's engine.
http://www.gamasutra.com/view/feature/3628/developing_an_epic_nakazato_on_.php
المحرك تقريبا أثبت أنه مش الحل السحري اللي كانوا بعض المطورين متصورينه. بالعكس، الألعاب اللي طلعت عليه بشكل جيد فعلا قليلة جدا. وفوق كذا يبدو أن المطورين اليابانيين بالذات يعانون معه. المحك الأخير للمحرك مع اليابانيين راح يكون مع لعبة سكوير إينكس، ذا لاست ريمننت..