Technical Concepts of Phantasy Star Online, Universe, and Portable 2

I was contemplating whether to write this post, you see it's on the technical side of things and there's a few concepts that are hard to understand.  The first part goes into how Sega developed the character creation system of PSU and how it was adapted to PSPo2. The second part will outline the network aspects of how Phantasy Star Online and Phantasy Star Universe handles positioning data.

To start this post you need to understand 2 concepts. The first is linear interpolation. Think of this like the in-betweeners of animation. It animates the movement of an object from one position to another. So a basic example of this, if you had a ball rolling down a hill, you would place your first scene at the top of the hill, and the second scene at the bottom of the hill. The computer then animates what happens in between both scenes through linear interpolation (But of course I'm no expert on this..) The point is for the computer to make the animation smooth between two points!

The second concept is server/client model. Clients are basically the Dreamcasts, Gamecubes, PC, PS2. Server is Sega's computer which you connect to for online gameplay.

(My own commentary will appear this way)

PSP2 Plastic Surgery

The left is the face shows a model from Phantasy Star Universe, and the right show's its equivalent in Phantasy Star Portable 2. If you played the demo of PSpo2, you may have noticed the facial slider no longer appears in the Character Creation screen. At the CEDEC, Sega developers gave a little insight on the technicalities of the PSP to explain why the slider was removed.

In Playstation Portable, the resolution is very low. Characters lose distinct details of the face when viewed from far away. The team decided to construct new faces that are clearer and easier to identify on the PSP.

In the example shown above, the eyes were made much larger so that one can identify her character from a far distance.

With this compromise, it allows the game to transmit less data for the character's themselves. The lecture continues to show how to implement cost cutting measures when designing characters for an online game.

 

Reducing Production Costs

Cost efficient measures were applied to the new default outfits for the races. When you develop whole outfits, (instead of the separate tops and bottoms like PSU has), the production time is greatly reduced.

The main star of these cost efficient measures are the hairstyles!

 

In this example above, you have two characters, A and B who both have the same outfit and facial features. It is determined that A and B are different individuals because they each have different hairstyles.

 

In this second example, if you have two characters with the same hair but change their outfit, it would be considered the same character.  (Personally I don't agree with this line of thinking. In some games, changing your hairstyle greatly changes the identity of your character. Yet in this game, I still feel that I have the same character even if the hairstyle has drastically changed.)

 

Even having such a slight change can attribute to character variation. The picture above show two characters with similar hairstyles. Their impressions are different because one has longer hair than the other. This changes the overall outline of her face. That modification took around 10 minutes to create, making this very cost efficient.

 

All 3 shots in the example above use the same face, and eye color. Comparing this picture with the one above it, their faces appear to have decreased in size.  However, these hairstyles do not change the model of the face in any way.

Since online games demand a large amount of character variation, having characters produced this way becomes very efficient. This efficiency isn't just to cut production time, but it also reduces network traffic since you aren't keeping track of many features (like the facial slider).  So with this concept in place, it allows many characters to gather in a lobby without increasing  loading times.

 


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Phantasy Star Online 10th Anniversary: Infinity

Now I'm somewhere else with a tiny laptop, might buy one… Hi my vacation is almost over… Today we'll talk about Phantasy Star Portable 2 Infinity and PSO 10th Anniversary.

 

Phantasy Star Online 10th Anniversary

Sakai updated this morning with a new post about our PSO 10th anniversary. It appears PSO was released 10 years ago on December, 21, 2000 (Hmm my vacation senses say to pay attention to that date.)

The 10 in the PSO logo is actually Pioneer 2. Originally it was thought that the PSO10th anniversary logo should use the original logo, the one with the three rings.  The new logo suggests how PSO has exceeded it's 10th anniversary, and continues to sail forward.

Please expect future developments that commemorate PSO's 10th Anniversary.

 

 

IDOLA The Immortal Memories

In Phantasy Star Universe, several PSO monsters appeared. PSPo2i plans to reveal the deeper connection between it and PSO.

For now Sakai will reveal 3 new kinds of enemies that appear in PSPo2i.

Chaos Bringer

 

Garanz

 

Olga Flow

 

Sakai says he misses the PSO fans and wants to bring back some enemies you might remember. Back in the day, he actually designed Olga Flow and Chaos Bringer, so he has a deep attachment with them. He has spruced up their model, animations, and effects. The hardest one to pull off was Olga Flow in particular. But rest assured, Olga Flow is now powered up! What new tricks he has up his sleeve will be revealed at a later time.

Tomorrow the official site will update with Rapico's corner.

[via pspo2iblog]

Phantasy Star Portable 2 Infinity: Meet the Dumans

Today we're going to look at the Dumans. We'll learn about what an Infinity Blast actually is and how it looks.

 

Meet The Dumans

Sakai updated this morning about the Dumans. First he'd like you to know that you can obtain Nagisa's sword, "The Steel Hearts" in the game. Where will it drop? Who knows…

Default Outfit for Male Dumans

The Dumans are pretty much like a 魔法剣士 or Magic Knight or Rune Knight class. They are very proficient with Hunter and Force weapons, however they have one big drawback. Their defense skills are severely lacking. Dodge Rolling is the key to survive with this class for close range attacks.  This might be a good race for those who play as a Vanguard.

Comparing level one stats with other races, Dumans possess the 2nd best ATK and TP, and have high ACC. However, they have extremely low  HP, EVA, DEF and Stamina. This race is meant for expert players who can Just Guard and Dodge Roll effectively.

The Male duman default outfit is in the style of a bullfighter and while the females have a flamenco dress. The style of clothes were based on the Middle Ages. The race is supposed to present  a Medieval or "Dark Hero" of sorts.

 

Infinity Blast

The Dumans can invoke a new ability called the Infinity Blast. The blast is actually condensed photon that was stored inside the body. The Dumans can unleash it and use it like a weapon. There are four different styles, based on each of the battle types. The Infinity Blast can be used for a limited time, you can extend it by attacking enemies in a chain. You can additionally charge your attack. It appears you can move freely as you use the blast.

 

As a Hunter, your Infinity Blast is a sword!

 

As a Ranger, your Infinity Blast is a beam!

You can also play Episode 1 as a Duman!

[via pspo2iblog]

Type Level Abilities

Type level ranges unlock new special features for Infinity Blasts.

  • Infinity Blast Levels
    • Type Level 11 ~ 20: HP Recovery*
    • Type Level 21 ~ 30: Reduced Charge Time
    • Type Level 31 ~ 40: Sleep Effect
    • Type Level 41 ~ 50: Blast time lengthened.

[via pspo2iblog]

Though Sakai wrote HP recovery, the current form in the Demo is HP absorption.