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Monthly Archives: November 2012

Killer Weapon Animations

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Everyone! Hello!
I’m in charge of the animation in Anarchy Reigns. Name’s Muranaka.

Killer weapons.
A part of Anarchy Reigns that makes it what it is.
For this entry, I’m going to try to explain the animation that goes with each character bringing their killer weapons out.

But first, what is a killer weapon?
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A story that we just can’t seem to (KO) finish

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I love ferrets. So so so so so very much.
(especially my own, Muta. He’s 7. He’s the best ferret in the world.)
This is Narita, the assistant producer. Nice to meet you.

We’re going to take a little bit of a break from the developer’s… passionate stories and talk about debugging.

Debugging: finding bugs, and getting rid of them.

It’s a short word for an excruciatingly long process.

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Category: Staff | Comments Off

Light sure is slow

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Hello, I’m a programmer for Anarchy Reigns. My name’s Sakata.

For this entry, I’d like to try and talk about Anarchy Reigns from a programmer’s perspective.

As you’ve probably figured out by now, the concept behind Anarchy Reigns is a multiplayer online brawler. A messy free-for-all.

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A First-of-its-kind Online Experience

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Hello, this is Paul.
My mother was from northern Japan and my father was from northern Japan too.

I was in charge of making the different types of matches in Anarchy Reigns along with its director, Yamanaka. Hope you enjoy my blog entry.

Anarchy Reigns tackles a new genre in gaming: multiplayer online brawling. From the start of development, there’s been a lot of trial and error. From the number of possible players, to the size of the stages and the types of matches, everything is new ground. Deciding what worked best and what would provide the most fun took a lot of thought.

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UI Framework

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Nice to meet everyone. This is Fujii, in charge of GUI design.

As Anarchy Reigns is Platinum’s first game with online capability, I’d like to write focusing on what specific precautions this required with the game’s user interface.

I started working on Anarchy Reigns about halfway into the project’s completion. By that time about half of the HUD (head-up display) data had been finished, but the game design team had needed to make it all separately, so it looked, and in reality was, all over the place.

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