Algunos detalles sobre los meses finales del desarrollo de Bravely Default FF
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ItÔÇÖs been about half a year since the Japanese release of Bravely Default: Flying Fairy and the last time we looked, sales numbers were sailing smoothly, as it was nearing the 300,000 mark back in January. Producer Tomoya Asano, assistant producer Shinji Takahashi and director Kensuke Nakahara look back at their work in a recent Dengeki Online interview.

Bravely Default: Flying Fairy and its numbers look great now, but unlike the gameÔÇÖs sales, the final stages of development werenÔÇÖt nearly as pleasurable. The development team struggled with numerous detailed tweaks just before the deadline and had to make some last-minute decisions.

ÔÇ£For example, during enemy encounters,ÔÇØ Asano says. ÔÇ£Pressing the A button would skip the camera effects, but we consulted and decided to also allow the D-pad right button to do the same thing. Honestly, it was the last-of-the-last stage of development.ÔÇØ

Nakahara adds, ÔÇ£Just before we presented the master ROM, we prepared revised backup data to switch out to, just in case anything were to go awry. In the end, everything went smoothly and the master ROM upload was approved. The revised data ended up being shelved.ÔÇØ

Bravely Default Producers And Director Look Back At Their Achievement In commemoration of having achieved 1st place for the Dengeki Online Award 2012ÔÇÖs consumer section, the team was awarded the above impressive Bravely Default: Flying Fairy cake. The game managed to beat Persona 4: Golden (2nd place) and Rune Factory 4 (3rd) in the category.

ÔÇ£In the midst of such competition, I would really like to thank you guys for choosing Bravely Default,ÔÇØ Nakahara said to Dengeki. ÔÇ£Honestly, I believe there were some coarse parts of the game that were pointed out by fans, but we were happy to be able to take those as new challenges.ÔÇØ

Nakahara continued, ÔÇ£I have memorable feelings of having made the game with all of you fans after releasing several demos and hearing your voices. In fact, even so after release. ÔÇÿFriend Summons can ruin the balance, so donÔÇÖt use it too much!ÔÇÖ or ÔÇÿI advise people who want to play a balanced game to not revive Norende Village, and especially donÔÇÖt buy the AngelÔÇÖs BowÔÇÖ were some examples shared between users while they consulted one another. It felt as if they were part of the development, in a way, which IÔÇÖm very grateful for.ÔÇØ

Takahashi added his own thoughts, ÔÇ£Bravely Default was the first RPG production that I was a part of, and a very memorable one. Especially seeing fan impressions and the gameÔÇÖs reputation after release. I really enjoyed reading player impressions from all over the internet.ÔÇØ

Apparently, director Nakahara always carried around notes called the ÔÇ£Real DÔÇÖs NotebookÔÇØ (D for director). It was something that Nakahara had become known for, among the staff, for always carrying it with him. It consisted of emails from Asano glued inside, along with ideas, various memos and results from their meetings.

Dengeki tried to sneak in a picture of its contents, but Nakahara wouldnÔÇÖt allow it it, as it contains many secrets behind the gameÔÇÖs development.

In fact, there were more than three Real D Notebooks, full of many vivid scriptures and basically the entire history of Bravely Default: Flying FairyÔÇÖs development. Nakahara flipped through some of the pages and spotted notes on Friend Summon details and ability names as examples.

To make things more interesting, the DÔÇÖs Notebook is an actual part of Bravely Default: Flying Fairy, thus the added ÔÇ£RealÔÇØ for NakaharaÔÇÖs own physical copy of notes. In the game, the DÔÇÖs Notebook contains various indexes of information such as job descriptions, a picture book and more. ItÔÇÖs a small inside joke shared among the staff members.

Dengeki asked the three what they would give themselves as a self-assessment grade of their work Bravely Default, out of a score of 100 and their reasons for it.

Fuente:
Spoiler :
http://www.siliconera.com/2013/05/16/bravely-default-producers-and-director-look-back-at-their-achievement/
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