Hyrule Warriors Information
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Information pertaining to the upcoming "Hyrule Warriors". My source is one of the members of the localization team as the game is being catered to Western fans, with the localization team helping at a "ground level" to create the script.
* The game is being aimed at Western Musou fans, as Zelda is very popular in the West compared to Japan. It is planned to be released in the West first in Fall 2014, and the game's script and dialouge is being built around the localization as mentioned before.
* A Zelda first, the game will have full voice-acting, except for Link who, as tradition, will only grunt. The English dub is being prioritized and the script written around it, while the Japanese version, being released a bit later, will have a Japanese dub. It's unlikely the English version will have dual-audio since it's being released first, but could be released as DLC.
* The game will be "more difficult" that traditional Musou games to appeal to Western fans, while still accessible to classic Zelda fans who are unfamiliar with the Musou franchise. There's more focus on defending and evasion rather than using brute force, for example, and even some basic "puzzles" placed within the levels. But it will be just as fast-paced and fun though according to the developers.
Anonymous WiiU dev talks
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Dude worked on Zombii U
>Having worked on other hardware consoles, I suppose that we were rather spoilt by having mature toolchains that integrated nicely with our development environment. Wii U on the other hand seemed to be trying at every turn to make it difficult to compile and run any code. Nintendo had provided an integration of their development tools into Visual Studio - the de facto standard for development - but it didn't work, not even close. So time was spent trying to get this fixed up, while reporting the issue to the platform holder. Eventually we received a solution from Nintendo via another third-party company who had also been working on this issue for a while.
So now we could make the code visible in Visual Studio and get it compiling, which was good, but the compilation times were really slow, even for minor changes. Then it had to do the link step, at which point you could happily get up, make a cup of tea, have a chat and get back to your desk before the link was complete. Link times were measured in multiple (four or more) minutes on Wii U compared to around one minute on other platforms.
>Finally, when you had the code, you would deploy it to the console and start up the debugger, which was part of the toolchain that Nintendo had licensed from Green Hills Software. As a seasoned developer I've used a lot of debuggers, but this one surprised even me. Its interface was clunky, it was very slow to use and if you made the mistake of actually clicking on any code, then it would pause and retrieve all of the values for the variables that you had clicked, which might take a minute or more to come back.