Post details: SFHD First (Work-In-Progress) Screenshots

10/23/07

I’m pretty excited about today’s SFHD update. Rey has given me some early work-in-progress screenshots of the game. By “work-in-progress,” I mean these screenshots do NOT reflect how the final game will look exactly, but they should give you a pretty good idea. So please keep that in mind when you are viewing them. In his written update, Rey talks about the look of the characters, UI, and also clarifies the issue of which version of the game SFHD is being based on.

Click through to see the screenshots and read the latest SFHD news from Rey.

[More:]

Hey guys. I wanted to do a quick post to address a couple things, since there has been so much coverage of SFHD from our Gamer’s Day event. I noticed the below image on a certain website (I’ve cropped it down to just the TV screen). It’s an off-screen shot from the playable game at Gamer’s Day, so the contrast is a bit off and doesn’t look like the actual game.


Picture of TV displaying the game


The reason I’m pointing this one out is because it looks like the folks in London were not able to present the most current version of the demo I put together. I wasn’t able to attend the actual event last week. I made an updated version hours before the show, but due to unfortunate circumstances they were not able to actually use it. Our capture station is still on the fritz, but the 360 development kits we have in the office allow us to take screenshots directly off of the machine. They are not indicative of the full resolution of the game, but they illustrate what I want to point out here.

In the below screen, you’ll see that Ryu and Ken have a look more like the old Ryu art that first showed up on the net when the game was first announced. This is how they’ll look in the final, except for possibly some minor touch-ups.


Work in progress—Click for larger size


Although the scaling of some of the background elements isn’t final, you’ll also see that it’s better than it is in the first shot. Also, some of the sprites still need another pass on implementation to clean up the edges and the line weight.

Below is just another screenshot for you guys to check out. Again, I want to stress that the HUD is only a first pass. We still need to add a lot of flair to it. The sprites need another pass, but it still looks pretty awesome in motion. There’s something funny going on in the edges of the ground layer, but that too will be fixed.


Work in progress—Click for larger size


For a final screen, here’s a better look at the character select screen that you might’ve seen in some of the media so far. This is from the demo build, so only Ryu and Ken are selectable, but you can see some of the portrait art for the other characters in it. BTW, the spaces next to Ryu and Guile are the random character select options, and yes, the dots on the map are not positioned correctly.


Work in progress—Click for larger size


Finally, I just wanted to touch on something before I go.

Brian mentioned that we are basing the game off of the Dreamcast version. That was done because the DC (Japanese version) code is easier to work with, and there was already existing network code within the game to start with because the Japanese version had an online matchmaking service. Now, before you guys start throwing tables in disgust because we are using the DC version and not the arcade version, realize that the DC version was an arcade perfect version. Or at least it was really close. Some “dip switches” were changed for the DC version that gave it some of its interesting quirks. For SFHD, we are simply flipping those “switches” back to their original settings so that the game plays like the arcade version. Also, we are making fine adjustments as needed to make sure it plays exactly like the arcade. So, while it is true we are basing the code off of the DC version, the end result will play arcade perfect.

That’s it for now, hope you guys are liking what you are seeing. Let us know what you think, either in the comments below, or on our forums.


—Rey

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