A: We came across a number of difficulties in development, especially since we didn’t design the game around the rollback netcode system, but instead tried to adapt our software to fit the game’s design.We had to use our standard delay-based netcode for the Closed Beta seeing as it’s not possible to create a proper rollback netcode without a complete general framework.
To give a concrete example, one issue was tackling frame drops. With rollback netcode being more processor heavy than delay based, and Guilty Gear -Strive- being our most ambitious title yet, we struggled right up until the end of development to get it running smoothly.
A: We’ve created features that are completely new to the fighting game genre. Unfortunately, though, they will have to be implemented post release as part of an update.We’re planning to include a number of new features in the very near future, so you shouldn’t have to wait too long.
A: We’ve received a lot of requests for this, and while it’s not completely off the table, we’d like to prioritize bringing characters from previous titles and brand new fighters to the game first.
A: We are considering implementing custom lighting settings that take into account color vision diversity and a UI that allows color-independent discrimination when controlling the same character.At the beginning of the project, we were considering implementing a comprehensive voice system so that people with visual impairments could enjoy the game. Unfortunately, we won’t be able to implement it in time for the launch of this title, but we are very much looking forward to making it a reality.
A: We’ve received a lot of requests for this, but we don’t have any plans for it presently. Our current priority is to add more characters to the roster.
A: To list a few examples of improvements we’ve made:– We changed the way that viewable battle spaces are selected
– After winning a match, the player can stay in the same place in a battle-ready state unless their rating changes
– Added a rematch option
– Expanded the area in each lobby, made it possible to hide the News display, and added a dash movement for avatars
A: We had hoped to hold one every month, but haven’t been able to due to our developers’ tight schedules.We’re hoping to continue communicating with our playerbase even after the game’s release.
8. The GG series has been known for drawing inspiration from music for it’s themes and characters. Has the team drawn inspiration from any particular genre of music for the new characters to the series like Nagoriyuki or Giovanna? What other inspirations went into their designs?
A: We can’t mention specific names because they cross over into multiple areas, but this work incorporates many live-action film techniques for expression and direction.
A: Most of the lead staff on the Guilty Gear team spend all of their time working on Guilty Gear.Of course, they will occasionally help out on other projects, but the majority of their time will be spent working on Guilty Gear, so they don’t get many opportunities to participate and learn from other teams.
A: Around 70% of the staff at Arc System Works had to move to a work-from-home model.Working remotely required an even more thorough management system than usual. Our lead staff in the Guilty Gear team are used to working directly with their team and the project, which made this change particularly difficult for them.
While this unfortunately meant that we had to cut quite a few elements and modes from the game, we intend to add them all in updates after the game’s release, so expect new content in the coming future.
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