That's the exact argument I was making: Nakayma got a bad impression of the work progressing based on the Condor Team's progress, and didn't get to properly review Senn and Alon's (and Coffin's) work. Though I'd forgotten some details, and mis-referenced names.
Seeing the article again, it was the Saturn-specific Condor Team (led by Robert Morgan) with a poorly optimized conversion of Senn and Alon's PC engine that gave Nakayama the bad impression. Apparently Chris Coffin's boss engine was still relatively well received, but that still left Senn and Alon's work (proper) out in the cold.
After that disaster, someone (or multiple) of the developers broached Stolar about obtaining the NiGHTs engine/tools to expedite development, which he quickly agreed to, and work progressed based on that . . . later to be halted when Naka refused to share the NiGHTS documentation. (meaning they had to go back to the drawing board again -this time largely focusing on Coffin's design iirc -TA didn't post the last page of that article)
Hence my comments on how Nakayma's visit and the NiGHTS engine debacle in general, and how things would have gone a lot smoother if Senn, Alon, and Coffin's work had continued undisturbed from where they were prior to Nakama's visit. (albeit it seems that the Condor Team needed to step up their work and/or shift everything over to Senn/Alon/Coffin directly, at least as far as coding/engine design went)
In any case, the final developments being worked on after the NiGHTS mess ended up pretty good, just delayed due to the general miscommunication. Had it not been for Coffin becoming deathly ill from being overworked, the game might have even met the holiday deadline too in spite of everything else.
Yeah, there's nothing at all wrong with using multiple engines for a single game . . . the actual problem in development when Nakayma came to review, was NOT the issue of using both Coffin and Senn+Alon's engines, but instead a problem with the CONVERSION of their work by the Condor Team for their very problematic Saturn version. (at least as far as conversions of Senn's and Alon's engine went, while Coffin's Saturn-native "Boss engine" didn't have such problems . . . though it makes you wonder how/when/if that would be brought over to the PC end)I mean, having only one engine may make sense in theory, but they'd made the two-engines decision some time earlier, and later deciding that the whole game had to be remade in the "bosses" engine, without ever even LOOKING at the current version of the "levels" engine but only at an old and outdated version, is a very bad move, and it's what killed the project, ultimately. Remember that after Senn and Alon's "levels" engine was canned, then they went to the NiGHTS engine and wasted two weeks before Naka's fit forced them to abandon it, and then finally to the decision to redo the entire game into the "bosses" engine. This was a huge task, and probably was the reason why Coffin got sick (likely from overwork).
So yeah, don't make that stupid, ill-informed decision to abandon the "levels" engine without even looking at the current version of said engine, and I think the game finishes in 1996, two engines or no. Both engines were making solid progress at their specific part of the game, and levels and such were in development too.
That's not even to say that targeting PC was a bad idea, but just that Condor's (sans Coffin) work in progress was a mess at that point, and quite possibly that Senn/Alon would have to take a more active role on that end of development as well. (comments on Condor using an outdated version of Alon's engine and editor to port to the Saturn)
Actually, going by those comments alone, it seems like they were jumping the gun on the Saturn port in general, and wasting time/resources with the Condor Team attempting to develop a flawed earlier build of the PC engine. (ie, it would have made more sense to focus on completing the PC engine and then porting over the more polished engine and editor to the Saturn) Perhaps parallel work for the Saturn prior to late-stage PC engine development was reached could have been something like building optimized libraries/tools specific for converting over the PC based engines. (and, of course, the PC engine could have focused on Saturn-friendly rendering methods in general, even if targeting DirectX/D3D, they could have set up a renderer that mimicked Saturn hardware more so, though given this was 1996, a software renderer still may have been the main target in any case, so could be even more Saturn-like . . . plus they could target Nvidia's quad-based NV-1 GPU too, like a few Saturn ports did)
So, again, the problem wasn't 2 engines for a game, but 2 separate development teams working on 2 different versions of both those engines (so at least 4 engines/variations in development), and general confusion and miscommunication on several key issues.
And hell, not only was there still merit in the game for the Saturn after missing the 1996 release, but also as a PC release.
Agree, and then the subsequent issues with NiGHTS just exacerbated things and wasted precious time.
And in the end they didn't use it anyway, but managed to make do well enough . . . just with a bunch of wasted time and resources thanks to the Nakayma/Stolar/NiGHTS screw-ups.Once again, they would not have needed an outside engine had Nakayama not already doomed the project through his idiotic decision to force them to abandon the "levels" engine.
To be fair, there may be more context to this, like Stolar not going through proper channels to get the NiGHTS engine and/or SoJ approving Stolar's request without even notifying Naka of what was going on. Given the level of respect (or lack thereof) at SoJ given several anecdotes (including Naka's own experience with Sonic 1, and his nearly leaving Sega -saved by Mark Cerny bringing him over to STI), it wouldn't surprise me if SoJ upper management did something ridiculously disrespectful in the manner they procured the NiGHTS software, that ended up pissing Yuji Naka off. (might have been less of a problem had Naka and Sonic team still been more directly involved with SoA in general, like during the Sonic 2 and 3 days)And second, one division of a company using an engine made by another division of the same company is how things work, at least in the West. Why in the world would you think that sharing an engine is "shocking"? Is it "shocking" to you that so many games today use the Unreal engine, or that several Bethesda games use id engines, or what have you? Stop being silly! It's not "shocking" to share an engine within your company. The only things that are shocking are that Naka was so possessive of his engines that he'd threaten to quit when he heard that another Sega division wanted to use his engine, and that Nakayama would make such bad decisions about what engine the game should use.
Plus, I got the impression that it wasn't just the engine, but also the development tools that they were interested in. (I'd imagine SoJ's internal staff made some rather good optimizations for Saturn coding that would prove useful in general usage, just like what happened with AM2's additions to the Saturn SDK -ie when it actually got some tolerably decent development tools and libraries/compilers . . . forget the exact date on that, but I think it was some time in 1996)And finally, NiGHTS is basically a platformer in the air, so no, that engine wasn't designed for a "completely different style of game" at all.
Right . . . they didn't need any intervention at that point, no need to consider NiGHTS, and no need to upset Senn/Alon's progress on the PC development. Though it may have been prudent to question just what was going on with Team Condor that was leading to such sloppy results. (and perhaps questioning the overall worth in investing in that 2nd team)But finally, the project was only a mess because Nakayama had messed it up! It was on track, finally, before he came in and destroyed the game with that one incredibly bad decision.
OTOH, perhaps Condor was not actively developing anything intended to directly contribute to the final version of the game, but was just using older builds to trouble shoot Saturn development tools and possibly build/improve their Saturn development toolchain. (and consider specific optimizations needed for the Saturn conversion)
So maybe I was a bit unfair with my previous supposition of Condor, and perhaps they were actively doing good work that would contribute positively to the final game. If that was the case though, that work wasn't going to be tangible progress to a non-techie like Nakayma, and thus any sort of presentation to him should have strictly been limited to the applicable current PC developments (a la Senn and Alon) and Coffin's Saturn-specific Boss engine.
However, if Condor team was really trying to directly progress with the clunky early version of the PC level engine (ie just spinning their wheels), that would seem to be a waste . . . in which case, it again would have made more sense to focus on the native versions more aggressively and then shift over to porting. (perhaps merging Senn, Alon, and Coffin into a single team would have made more sense, with Coffin's Saturn work and Senn and Alon's PC work all being shared)
Agree.
Yep.This is exactly what that article you posted describes. Nakayama looked at the old levels engine and then declared it must be abandoned, and Senn and Alon were not allowed to show him the current version, even though it was vastly improved. Then after that the decision was declared as made and unchangeable, Sega PC wouldn't pick up the game either (probably because of how SoJ had refused that version of it), the other version crashed with Coffin's health because of the massive overwork Nakayama's terrible decision had required, the game would have slipped into '97, and they cancelled it, stupidly (even in '97, it would have been a big boost for the system!).
Regardless of whether it was "a platformer" or "platform like" the renderer and parts of the toolchain could still have been useful in a 3D platform game. (in fact, I'm pretty sure that parts of the NiGHTS technology ended up being used in the incomplete Sonic Adventure development for Saturn, part of which became Sonic World in Sonic Jam)The flying plays sort of like a platformer, just in the air. You have to reach a goal, go around obstacles, move to the right parts of the screen... "platformer" is the closest genre to NiGHTS. James Pond 1 for Genesis is another game that has this issue... it's a "platformer", but you've got free movement around the screen at all times since it's set underwater. I'd still call the game a platformer regardless, ultimately. What would you call them? "Score attack" is not a genre.
Still, that's more an argument for Sonic Team's own projects than for X-Treme, since it's pretty well established that they would have been fine on their own. (indeed, the Nakayma review and NiGHTS thing really screwed up development)
There was no 32x version ever really started. There's an Amiga-rendered tech demo mock-up in 32x-style flat shaded 3D, but nothing to do with actual 32x software. (ie just like the Amiga demo of the SatAM based sonic game using the Brilliance animation software)Videos of X-Treme for the 32X show levels fully populated with enemies... but as for the Saturn game, given that they had a bunch of complete levels, I'm sure adding a few enemies here and there would have been easy. We know they had enemy designs, the art exists, as do the 32X enemies. And anyway, 3D platformers often have many fewer enemies than 2d ones do, you wouldn't need all that many... Sonic 3D Blast has what, like 10 enemies per level, for instance? And it works fine.


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