bgassassin said:
So I need to know what you are labeling as assets. Also how are these assets created/what is used to create them? An answer to this will make a big difference for me.
I understand 'asset' as any material used that is specific to a game, as opposed to technology that is game agnostic. For example, a texture, a character model, character rigging skeletons, sounds, music, cut-scene scripts, CG movies, non-interactive sequences, enemy AI specifications, logic that describes how platforms move in a level, etc. would all be assets. On the other hand, a rendering engine, an animation engine, an AI evaluator, a physics evaluator, an audio engine, a specialized scripting language used to describe the layout of levels, etc. would be parts of a "game engine". If you want to think about it in abstract terms consider the assets the "data" that you stuff into a "process" which produces the images you see and sounds you hear as a result.
Assets can be created using any kinds of tools (engine-specific editors or just plain Maya or what have you) but are exported in a form that the asset management component of the game engine can understand.
bgassassin said:
What I'm assuming is that the live and CG cutscenes are not considered assets in the sense of what would be used by an engine as opposed to what a real-time demo would be. Hope that sounds better.
nope, sorry, too many dependencies... parse error. Here's what I'm interpreting: Assets = stuff that an engine uses. Live/CG cut-scenes are not assets because their visual representation is not produced by the engine and in that sense have not been "used" by the engine. "what a real-time demo would be" = visuals produced by an engine in real-time that a user can manipulate. So to put it all together, you are using the final visuals as a baseline, the "real-time demo" is visuals produced by the engine on the fly (and uses assets to do so), the "live/CG cutscenes" directly are the final visuals and therefore use no assets? I just wrote this to try to clarify where my confusion might stem from. Please see the definition above for how I separate stuff into game = engine + assets, where game is interactive or non-interactive.
bgassassin said:
... But that I've believed the engine was old and some here have indicated that it's even older which gimps how well the assets could look or run
I feel I must resist the implication that older relates to gimping. I just realized that if I had read "which potentially gimps", I wouldn't have replied. Instead my parser identified a fact and my mind tried to find supporting evidence for it
bgassassin said:
... Kinda like reusing a 1995 Camry engine in newer car bodies and modifying the engine to run as best as possible. Now we have a 2010 Lexus using that '95 engine and while it looks prettier, it's still hindered by the power of that engine. That would be why the demo "didn't look as good" as it could. This is of my reasoning for that specific engine being used. So it sounds like we see that the same.
IMO the quality of the demo is much more influenced by how much time they had to produce it and how much effort they put in as opposed to the capability/quality of the underlying engine. Just because the demo looked so-so doesn't mean the engine wouldn't have been, in its state at the time, capable of producing much better. E.g., when you look at the spider model you can see that the fur on the legs is horribly resolved. I'd be more inclined to believe the modeler didn't want to bother redrawing the fur textures and used existing ones, as opposed to the quality being related to the capability of the engine.
bgassassin said:
Now that I have that out of the way, I think the way it sounds how you are using animation is where the misunderstanding is coming from. This is how the context comes off to me in your posts. Not saying this is what you mean, just what sounds like
...
Yes, sorry I realize the ambiguity now. I used animation in both the sense of what you'd expect relates to a character's movement, i.e., a running animation; and I used it in the sense of a cutscene or non-interactive visuals. So the "demo" is what I called an animation, because you didn't actually control any of the action and were only a spectator. I should have properly called it a cut-scene. And yes, sorry again I should have called Samaritan a cut-scene instead of a canned animation. I was mis-using animation here in the sense of not live action video.
bgassassin said:
... but that's how Nintendo tends to work. So in this case it's very hard to separate the two as opposed to a licensed engine like UE3.
Nintendo is taking a new step in technology and they need to adapt on the software side accordingly.
The way you word this would make me inclined to believe that you work for Nintendo and know this is the case. What support do you have to state that Nintendo's current technology is not already adequate? Just because you have new hardware doesn't mean you need a "new engine" -- by that I mean a new conceptual framework to tie in the various software technologies needed to produce game simulation, visuals and audio.
Also I don't see the obvious support for saying that Nintendo tends to work in a way that they build non-reusable technology, i.e., tying assets to technology. On the contrary, based on what some are saying that the current engine could be based on what they needed to produce Sunshine, it would be reasonable to believe that Nintendo strong separates technology and specific games.
Sorry I'm not necessarily fighting your points as I don't have insider knowledge that would allow me to state the contrary. I'd just like folks to similarly realize that *they* don't have insider knowledge but their comments make it seems as if they do. The common issue I see is that people simply things dramatically but are also not aware that they are doing so, discarding the complexities of reality.