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deathcape said:


see this is where I think you are wrong, who said that using these so called more precise motion controls won't cost alot?

who said it would only cost 3% at most?.. that's going about it the wrong way..wich will end like the blog post I copied:

they will NOT put enough time and effort into it wich would result in crappy motion games in HD..crappy motion controls that is

Uhm, I have never developed a game, but I figure that the Wii libraries just return the acceleration/gyroscope/IR numbers from each Wiimote+WM+. That's 9 numbers (3 placements from IR, 3 from accelerometers, 3 from gyros) for the motion part.

Each Sony wand, as long as they work as demonstrated, will likely return 6 numbers (3 placement coordinates, 3 from accelerometers) for the motion part.

After getting those numbers from the system libraries, developing a 1:1 sword system is the same on both platforms... actually simpler on the Sony side in some cases because you have direct position tracking.

Project Natal's tracking can return you lots and lots of numbers, but to get a 1:1 sword system running, you'll only use a small subset of them, probably in the same order as Sony's wands, as the position and orientation of a sword can be defined by 6 numbers.

Basically the increased cost is probably not going to come from the coding itself, but from the extra time needed to design, polish, gametest an 1:1 system. That's the 10% I added to the entire design/code/test part, that makes about %3 tops overall, and it does not depend on the technology that is providing you with those 6 to 9 numbers.

 



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