>> The Wii: Parables A-Plenty!
|
DAY TWO: TRYING TO DO THE HOMEBREW DEVELOPER THING
Presumably, you've already read Part One in this multi-part series of articles about trying to make a demo of a bowling game, as a one-man show, at home, using one of the three big homebrew game dev tools available today -- Virtools, Unity 3D, and Torque Engine Builder. Here comes Part Two ...
Tech decisions made for me by lack of tech. I planned to buy a PC so I could test out Virtools as well as Unity. Alas, it never happened (having a car in L.A. = more important than PC), so the decision between Virtools and Unity was made for me by my lack of PC and my abundance of Mac.
Supposedly, Virtools is the more professional, production-capable, if pricier solution. For reference, here's a frequently recycled quote from my credible programmer friend, Gregg Tavarres, who when last we spoke was working as a tech lead on PlayStation 3 software at SCEI.
"One of our designers convinced management to give him a month to play with it. In that month, he was able to create an entire level for a character action game on his own. This designer had his character walking around, he had animals you could hop on and ride, he had three or four kinds of enemies you could interact with, he had non-player characters you could recruit and command to do various things. He had several game setups, cliffs you could climb, moving platforms, all kinds of stuff … and he had done all of this in a single month without any programming experience whatsoever."
So yeah, sadly, Virtools is out and Unity is in. Thankfully, Unity's user community is quite active, so info on the software is plentiful and detailed and I've spent what few free days I have absorbing knowledge with the abandon of a wino's liver.
Should you be interested, here's the general Wiki and here are the tutorials.
After having gone through all the basic tutorials, I began to start messing around with building stuff. On the left is a picture of my first attempt at a bowling ball on a piece of alley surface. Both have rigid-body physics applied to them, thanks to a very easy one-click process. Right now, I'll admit it
it looks like crap.
For basic stuff, the usability is, thus far, excellent. Importing assets is as easy as simply saving a file and placing it in the “assets” folder within your project directory externally from the software. Even Photoshop PSD textures can be created, saved in the assets folder, and then, as you update the PSD file, have it update automatically within the game file.
Right now, I’ve hit a slump with the scripting as I haven’t broken through to a level of sufficient understanding where I can start experimenting yet. Some folks have uploaded pre-written scripts, so now my next step is to go through them, analyze them, and start adding game behaviors and controllers, along with the 10 pins I’ll have to build externally in MAX or Cheetah.
Design decisions now more realistic after initial design comedown. So my original design concept is now scaled back to focusing on a polished and competent purist-focused bowling game as the first stage. After that’s done right, I’ll refine it, build on top of it, and then implement all the crazy stuff piece by piece. In short, focus on a strong foundation and then add something a little odd and experimental, so if the abstract stuff sucks and I have to kill it, the heart of something pure and quality will be there.
My goal now is physics-based bowling with multiple layers of control: roll, spin, and bounce. Plus, of course, controlling the speed of all these things and choosing the mass of the chosen ball. Shouldn’t be a problem as Unity has AGEIA physics built in, and I’ve already seen some of it working through the particles and object collision demos that you can view in the many video tutorials and game downloads.
Thus far, my experience with Unity 3D has me largely optimistic about being able to pull this off, even with the scripting hurdle that is currently tying my brain into one of those optical-illusion-type knots. I’m still upset that I couldn’t play with Virtools, as it’s said to have the most user-friendly environments of the three pieces of software mentioned previously.
Next month, we’ll probably have some comedy physics problems and controller tests provided the scripting doesn’t melt my brain. And, hopefully, a playable work-in-progress! Oh, yes! No messing around here, folks.
|
|
By now, Wii parables are plentiful among both the gaming community and the mainstream press.
>> Ultimate In Convergence: Casting Actors For Games
There will soon come a day when creating a video game will be not much different than filming a movie. Two current games illustrate the fine line that divides the two processes -- and the actors who were cast for the games, rehearsed for them, and then acted in their "filming" can surely attest to their similarities.
>> COUNTING ON YEAR-END BLOCKBUSTERS
The last three months of the year are make-or-break time for the video games industry -- as they are every year. In 2007, Americans will shell out as much as $18 billion on the interactive entertainment, reports Port Washington, NY-based NPD Group. Approximately half of that spending will occur between Oct. 1 and Dec. 31.

>> Secret Level: Making The Decision To Be Acquired
After seven years as an independent game developer, San Francisco-based Secret Level was acquired by Sega last year.
>> Q&A: I Want My MTV Video Games
To much of America over a certain age, MTV -- which stood for “Music TV” when it launched in 1981 -- is that cable channel that shows an endless stream of rock videos. Mika Salmi wouldn’t be surprised if that same demographic has no idea that MTV is heavily into video games these days. And will rely much more heavily on gaming these next few years.
>> DAY TWO: TRYING TO DO THE HOMEBREW DEVELOPER THING
Presumably, you've already read Part One in this multi-part series of articles about trying to make a demo of a bowling game, as a one-man show, at home, using one of the three big homebrew game dev tools available today -- Virtools, Unity 3D, and Torque Engine Builder. Here comes Part Two ...

>> Casual Games: Too Much Of A Good Thing?
From a developer’s point of view, casual games are the place to be. They’re relatively quick and cheap to create, simple to distribute, and the easy-to-learn video games appeal to such a huge mass audience that the more that can be made, the merrier.
>> Xfire: Building Community For PC Gamers
Chris Kirmse is the VP of engineering at Menlo Park, CA-based Xfire, the MTV Networks-owned company that is bringing gamers closer through their dedicated applications.
>> Day One: Trying To Do The Homebrew Developer Thing
What you are about to read is the first in a series of articles about trying to make a game demo, as a one-man show, at home, using one of the three big homebrew game dev tools available today -- Virtools, Unity 3D, and Torque Engine Builder.

>> TIMEPLAY: BRINGING GAMES TO THE SILVER SCREEN
Jon Hussman, president and CEO of Toronto and Los Angeles-based Timeplay Entertainment, launched the company after being involved with Playdium Entertainment, a huge, 40,000-sq.-ft. entertainment center in Ontario, jam-packed with arcade games, batting cages, mini-golf, a go-kart track, and more. It was the ultimate destination center for gamers, but the capital costs were just as huge. Here he takes a few minutes to chat with DAM about Timeplay’s unique interactive gaming platform.
>> WOO'S LATEST ACTION: TURNING FILM INTO GAME
Talk about convergence. When "John Woo Presents Stranglehold" leaped onto video game shelves at the end of August, it was the first time a full-length movie was packaged with a game on the same disc.
>> MORE SUPPORT FOR THE GARAGE DEVELOPER
These last few months, further developments have taken place in support of aspiring and capable developers, indie or otherwise.
Recently, at E3, Sony announced a deal with Epic whereby PC owners of “Unreal Tournament 3” could build a game level, then share it with PlayStation 3 users around the globe. Specifically, they would use the Unreal 3 editor and build the level as developers using the engine are doing, then simply share the level by way of digital transfer or hosting Web site.

>> DAM Q&A With Gaia Online’s Craig Sherman
Craig Sherman, the CEO of Gaia Online, joined “the fastest-growing online hangout for teens” in May 2006 after sizing up 250 companies, looking for one that met his two criteria.
>> A Place For Indie Developers To Kongregate
As George Carlin used to say, everybody needs a place for their stuff.
But finding a place for game developers’ “stuff,” somewhere where they can show off their wares, get a little exposure -- and perhaps some cash to boot -- hasn’t always been so easy.
>> Nielsen Turns To TV Viewers To Report On Video Games
They say the third time is the charm and Nielsen Games is hoping that’s true. On July 25, the research company was scheduled to start providing a metric to measure the effectiveness of in-game advertising. But this isn’t its first attempt.

>> Top 10 Misconceptions About Video Game PR
Public relations might be one of the most misunderstood professions in the interactive entertainment industry. Many publishers do not know they need it, while some think they need it for all the wrong reasons.
>> Boomers Are Gamers, Too!
When the news broke that playing video games helps keep senior citizens' minds alert and crackling, it was a big day for game-loving boomers. And an even bigger day for marketers of the so-called "brain games."
>> Hollywood & Games Or Art VS. Money?
Horror pioneer Clive Barker opened this year’s recent “Hollywood & Games” conference by sharing with an intimate crowd of games and movie professionals his personal experiences and understanding of games as a medium.

>> Hooray For Hollywood And Games!
The Hollywood And Games Summit held last year at the Beverly Hills Hotel, was the video games industry’s
first real attempt to publicly break down the language barrier between movie makers and game makers. The “first annual event” was one day long and deemed a good first try by many in attendance.
>> Picking Casual Gaming’s Top Model
It’s called the “99% problem” by those in the casual games business and, like something out of a Sherlock Holmes novel, the search is on for the “99% solution.”
>> DAM Q&A With Insomniac Games’ Mike Acton
Mike Acton is the engine director at Burbank, CA-based Insomniac Games, where he works with a crack team of engine programmers defining the next-generation of PS3 technology.
>> Standby For Episodic Casual Gaming
Like the episodic cliffhangers of the silver screen, the health and welfare of episodic gaming seems to be in constant danger.
>> Getting Past That Old MMOG Grind
It's called grinding. Or farming. To players of massive multiplayer online games, it means killing the same monster over and over and over in order to earn experience points.

>> Video Game Art Is Increasingly "To Go"
There had never been an "outsource manager" at Foundation 9, the video game industry's largest independent developer; never been a reason for one.
>> Q&A: Introversion: Still In Possession Of Its I.P.
This is part three in a series of articles about how people are improving the creative climate in the business, be it for themselves or for others by example.

>>Dialogue With Richard "Lord British" Garriott On The Holy Grail Of MMOS
Garriott predicts that the next-generation of MMOG will have the same excitement as solo games.
>> Dialogue With Mike Wilson: The Gamecock Crows
As a publisher, Wilson believes it's his role to fund the developer, then get out of the spotlight.

>>Now We’re In That City By The Bay!
DAM is expanding into the San Francisco area to better servce its clients and candidates in N. California.
>> Burger King Has It Their Way With Advergame Sales
Burger King sold more than 3.2 million copies of its three advergames in the last three months.

>> The Mass Re-Emerging Of The Bedroom Coder
In the last few years,garage developers have been making somewhat of a low-key resurgence.
>> Wii Ambitions At Buena Vista Games
Disney's Buena Vista Games named Scott Novis VP and general manager of its new Fall Line studio.
>> Rob Pardo On The WoW Factor
As Blizzard's VP of game design, Rob Pardo is the man ultimately responsible for making "World of Warcraft" happen.

>> Brainstorming At A Video Game "Think Tank"
Developers gathered to identify workable solutions for what stops effective game design from happening.
>> Video Games That Watch Back
New techniques allow developers to watch gamers who are playing online.
|