Switch將可在上面開發Indies Game - Switch
By Kama
at 2017-02-23T10:57
at 2017-02-23T10:57
Table of Contents
※ 引述《reinhert (史丹佛的銀色子彈)》之銘言:
: 消息來源:
: Nintendo lowers price of development kits to entice indie game makers
: http://www.digitaltrends.com/gaming/nintendo-switch-dev-kit/
: Nintendo Switchはインディーズ開発者に向けても開放。
: 開発機の価格は「5万円程度」
: http://jp.gamesindustry.biz/article/1702/17021801/
補一下完整內容,
http://jp.gamesindustry.biz/article/1702/17022102/
來自GCC 2017(Game Creators Conference 2017)的演講,
由任天堂的光吉勝和Capcom的伊集院勝主持,主要講到NS的設計理念,
以及開發過程中與Capcom的合作方式,兩公司也稱這種合作像是兩人三腳。
一些重點節錄:
- 由於在智慧型裝置上沒有任天堂的IP,所以出遊戲在智慧型裝置上也是希望能將手機
玩家帶到家庭用遊戲機,或反向等的相互送客概念的實現。
- 考慮到了手把世代以及現在的觸碰世代,做出同時配有手把與觸碰螢幕的設計。
- 任天堂剛開始和Capcom說明時並沒有提到Joy-Con,只有展示本體試作機及Pro手把,
當時對方也不清楚要如何達成行原先的概念,當Joy-Con公佈時才了解到老任的意圖。
- 使用任天堂獨自的OS,比起一般的行動裝置OS,更能將資源放在遊戲軟體上。
而且可以在OS升級時不會有版本不相容造成Crash等的問題。
(所以很確定不是Android了,而是老任自己的OS)
- 雖然很多人認為電扇會耗費電力,但實際測試中比起電扇的消耗電力,
因高溫所產生的漏電所損失的部分還比較多,為了維持效能所以採用靜音風扇。
- 與Capcom的合作實現進行開發工具MT Framework的移值測試,結果只投入了兩人
花了一個月就達成了,Capcom形容NS的硬體非常容易了解。
而移植過程中比較麻煩的部分是MT Framework採用HLSL作Shader語言,
但NS是用GLSL需要進行變換,但之前WiiU上已經有進行過相關處理,
應用已經得到的Know How大幅減少開發時間。
(但現場很多人使用HLSL,因此老任會檢討看看使用HLSL的可能性)
- 一開始NS的主記憶體容量,雖然已經有足夠的量,但是Capcom當時在開發新遊戲引擎
RE ENGINE,認為不足希望能增加,其他開發者也有同樣的聲音,最後的NS的記憶體
也大幅上升到開發者可接受的程度。(但沒有說實際有多少)
- Capcom希望能載用電容式觸碰,但老任因為成本問題也考慮的很多,最後還是搭載了。
- 在進行CPU/GPU的時脈調整時,因當時任天堂社內沒有能進行高負荷檢證的軟體,
Capcom針對這點進行了協助,並提供軟體給任天堂測試。
- 為了吸引Indie Game開發者以及解決進入障礙,將開發者資格由法人改為登錄的
開發者也可進行開發,以及提供低價的開發器材。
(過去開發機價值達到數百萬日幣,而NS開發機則設定在五萬日幣左右)
--
: 消息來源:
: Nintendo lowers price of development kits to entice indie game makers
: http://www.digitaltrends.com/gaming/nintendo-switch-dev-kit/
: Nintendo Switchはインディーズ開発者に向けても開放。
: 開発機の価格は「5万円程度」
: http://jp.gamesindustry.biz/article/1702/17021801/
補一下完整內容,
http://jp.gamesindustry.biz/article/1702/17022102/
來自GCC 2017(Game Creators Conference 2017)的演講,
由任天堂的光吉勝和Capcom的伊集院勝主持,主要講到NS的設計理念,
以及開發過程中與Capcom的合作方式,兩公司也稱這種合作像是兩人三腳。
一些重點節錄:
- 由於在智慧型裝置上沒有任天堂的IP,所以出遊戲在智慧型裝置上也是希望能將手機
玩家帶到家庭用遊戲機,或反向等的相互送客概念的實現。
- 考慮到了手把世代以及現在的觸碰世代,做出同時配有手把與觸碰螢幕的設計。
- 任天堂剛開始和Capcom說明時並沒有提到Joy-Con,只有展示本體試作機及Pro手把,
當時對方也不清楚要如何達成行原先的概念,當Joy-Con公佈時才了解到老任的意圖。
- 使用任天堂獨自的OS,比起一般的行動裝置OS,更能將資源放在遊戲軟體上。
而且可以在OS升級時不會有版本不相容造成Crash等的問題。
(所以很確定不是Android了,而是老任自己的OS)
- 雖然很多人認為電扇會耗費電力,但實際測試中比起電扇的消耗電力,
因高溫所產生的漏電所損失的部分還比較多,為了維持效能所以採用靜音風扇。
- 與Capcom的合作實現進行開發工具MT Framework的移值測試,結果只投入了兩人
花了一個月就達成了,Capcom形容NS的硬體非常容易了解。
而移植過程中比較麻煩的部分是MT Framework採用HLSL作Shader語言,
但NS是用GLSL需要進行變換,但之前WiiU上已經有進行過相關處理,
應用已經得到的Know How大幅減少開發時間。
(但現場很多人使用HLSL,因此老任會檢討看看使用HLSL的可能性)
- 一開始NS的主記憶體容量,雖然已經有足夠的量,但是Capcom當時在開發新遊戲引擎
RE ENGINE,認為不足希望能增加,其他開發者也有同樣的聲音,最後的NS的記憶體
也大幅上升到開發者可接受的程度。(但沒有說實際有多少)
- Capcom希望能載用電容式觸碰,但老任因為成本問題也考慮的很多,最後還是搭載了。
- 在進行CPU/GPU的時脈調整時,因當時任天堂社內沒有能進行高負荷檢證的軟體,
Capcom針對這點進行了協助,並提供軟體給任天堂測試。
- 為了吸引Indie Game開發者以及解決進入障礙,將開發者資格由法人改為登錄的
開發者也可進行開發,以及提供低價的開發器材。
(過去開發機價值達到數百萬日幣,而NS開發機則設定在五萬日幣左右)
--
Tags:
Switch
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