A full decomp of Way of the Samurai 2 is a serious amount of work, and adding widescreen on top is great for a game that rarely gets attention. How did you handle the fps unlock? Old PS2 titles often tie physics or animation timing to the frame rate. Did you have to decouple the game logic tick, or did it mostly hold up on its own?
post
replies:
[removed by mod]
permalink
fedilink
source
hideshow 3 child comments
replies:
permalink
fedilink
source
parent
hideshow 2 child comments
It's pretty far along. Given the nature of the game it's difficult to say if all the pathways are done. But alot of it was an in-house scripting language. Right now I am overhauling the lighting with realtime shadows and weather n stuff
replies:
[removed by mod]
permalink
fedilink
source
parent
hideshow 1 child comment
replies:
permalink
fedilink
source
parent
I decompiled all of the state systems for the story and gameplay mechanics. The rendering and drawing of the models is generic as I didn't care to emulate the nuance of the ps2 architecture. I'm actually un-baking the shading from the scene and then relighting the scene dynamically.
all 6 comments