To what degree did the core RE Engine team adjust the tools to suit the Switch? ![]() ![]() It's not directly visible, but it's a very important part of development, and I think it indirectly contributes to the fun of the game.Īlong with Ghosts n' Goblins Resurrection, this is a rare instance of the engine being utilised on Nintendo's hardware. This allows for quick iterations of trial and error to make the game more interesting. In MT FRAMEWORK, all the game logic was implemented in C++, so the build time was a problem in RE ENGINE, the game logic is implemented in C#, so the build time can be greatly reduced (approximately 10 seconds, which would take 100 times longer in C++). Yasunori Ichinos e: The main technical reason is that we can use RE ENGINE's powerful C# scripting system, not to mention the latest graphics features of RE ENGINE (if hardware specs allow it). Nintendo Life: What was the main technical reason for utilising the RE Engine for Monster Hunter Rise on Nintendo Switch? ![]() This interview was focused on the technical development of the game, and of course that implementation of Capcom's flagship RE ENGINE. That's been reinforced to us recently - we've had the wonderful opportunity to pose questions to Yasunori Ichinose, Director of Monster Hunter Rise.
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