Friday, May 8, 2020

Voices of AC3 Development Staff Part 8 (final)
"'Make it sellable!'?"
Graphics Team

Map Designer: Manabu Okano

■Our aims with the mapmaking process and goals for the future

 
Hello! This is Okano, I was in charge of map creation.
I love creating miniature gardens where I can roam around freely, so I was very happy to be part of this work.

[Fusion of the ideal future image of the 1970s and modern design]

One of the most difficult aspects of creating the backgrounds was, of course, the design of the buildings.
At first, when I was creating the map images, I had a lot of ideas for natural objects, but I couldn't quite come up with the images of cities, airports, etc.
When I think of images from the 70s, I see huge buildings with a lot of streamlining, but designing cities and military facilities in those shapes is so far-fetched that it causes problems such as lack of scale and realistic detail, and the limitations of polygon display.
There is a difference between the streamlined shapes of Neucom and the linear shapes of General Resource, but they could not have been made without including modern reality as a premise.

[Changes in the look of the cities and nature by time of day]
In this work, the same map may appear more than once, depending on the scenario.
Megafloat, for example, has a variety of light source settings: morning, noon, dusk, and night-time. There are maps where things that didn't exist there before are now there after some time has passed, so we're more aware of the passage of time within the same world than in previous games. I hope you'll enjoy the changing appearances of this world.

[If I ever get a chance to make my next installment]
First of all, I would like to pursue the reality of the atmosphere and the look of the sea even more.
Secondly, I want to walk around the miniature world from the perspective of a resident of the world. For example, when I was young, I witnessed Dision's plane taking off from a General airport while looking at the sky. And that would make me want to join General.

Thursday, May 7, 2020

Voices of AC3 Development Staff Part 7
"Experience the organizational branching not only through the story, but also through the game itself."
Planning Team

"Experience the organizational branching not only through the story, but also through the game."

Planner: Atsushi Shiozawa

In particular, the mission featuring the docking aircraft Mobura is a must-see. This mission, which you must go through regardless of whether you are in UPEO/Neucom/General or any other organization, is designed to give you a sense of zapping: "What if I were in a Mobura's parasite Remora," "What if I were to go after a high-altitude Mobura with an ordinary fighter," "What if I were to go after a high-altitude Mobura with an airplane that could fly higher than the high-altitude Mobura."

I hope you'll experience this White Valley trilogy by playing through all the organizations' storylines.

It's a small detail, but the disciplined General Resource often attacks in formation, while the Neucom side is configured to make tricky, multi-directional attacks. The story branching is noteworthy, but I hope you can feel the subtle changes that are hinted at in the missions.

Wednesday, May 6, 2020

Voices of AC3 Development Staff Part 6
"Oh, I was drunk..."
Programming Team

Hi. My name is Nakano and I'm an assistant programmer.
How did I get involved with AC3? As I recall, it all started when I talked to Koike at a bar about hit checks (object collisions).
There was something I was working on for my next work, and they wanted me to make it for AC3. Then, in a drunken rush, I said, "OK! I'll do it!"
Before I realized it, I really had to play AC3.

I was also tasked with a routine where the map data was cut out by sight, but I had trouble extending the display area even a little. I spent two months poking and prodding at the hardware, trying to keep the processing speed up and get a bigger field of view.
And a hit check with polygons.
But when I write it like this, I make it sound simple.
I didn't think, "Oh, that one word of drunken stupor..." as I continued to speed up. I worked hard on it.

Tuesday, May 5, 2020

Voices of AC3 Development Staff Part 5
"We wanted to make the flowing air a 'sound'"
Sound Team

Hello everyone, Nakani here.
I hope you enjoyed Ace Combat 3. This time, our plan was not to make a sequel to Ace Combat 2, but to make an Ace Combat in a completely different world. (originally the developers weren't going to put a "3" in Ace Combat 3 at all.) The hot, strong, cool, righteous images of "1" and "2." We started the development of "3" by breaking it all down.

Now let's see how we cooked up the sound.
When I saw the keywords "anime" and "focus on story" and the game screen during development, I thought, "It's a cool future that's also a bit strange. I thought, I'll go with a melodious and not-so-melodious Namco fusion type." Slap bass, synth lead, synth brass... For example, I made some tracks with an image of Galaxian 3 + Cyber Sled (my personal taste is very much in the mix). "This sounds pretty good, I'm gonna to keep going like this!" I thought to myself.

Then, one day, a huge number of scenarios came up. I read it...
"Damn, it's dark, heavy..." This world is expanding...
The planning side said that we should review the sound concept...
...
...
Press the reset button to restart...
The new concept now is to express the world with a "sense of atmosphere."
While the BGM for Ace "1" and "2" were tracks that made people listen to the whole track, with "3," I aimed to make the air that was flowing in the track a sound.