>>39113642>Nothing excuses using a 3ds engine for this game, though. Do you have any evidence for this? Like something from LGPE that I don't know about? Cause I don't see how this could be the exact same engine. There's too much new shit feature and mechanic-wise both in the overworld and the multiplayer shit (like the Raid battles) for it to be just the same engine they used from the 3Ds. Fuck I don't even know if the Switch and 3ds can use the same SDK.
They likely took a lot of pre-existing parts of the scripts, but they definitely had to restructure and rebuild many aspects of it for this game.
>I can't believe human NPCs still travel in tiles in this day and age.People keep saying this but that's not at all what the clip of that guy in the gym shows. They weren't "using grid based movement." They used straight lines, yes, but they clearly weren't on any kind of grid. They just set points for the NPC to stand on for the various parts of the cutscene and had them run between the points using their basic run animation.
It's a generic cutscene so they made a generic cutscene system. Most likely it works with basic commands that fit onto any NPC trainer like:
>Tell NPC to move to this spot>Turn this direction>Say this dialogue using this talking animation>Play this special animation (for more complex motions)>Give item >Start battleStuff like that. And it's not like all the cutscenes use this, just the quick ones that happen constantly throughout the games. Something most RPGs do actually.
The actually important cutscenes have clearly been given a LOT of attention. Anything cinematic we've seen so far has been really smooth and full of character.