Game Development Community

TGB for Wii? (seriously)

by Conor O Kane · in Torque Game Builder · 06/28/2007 (10:28 pm) · 14 replies

www.nintendo.com/newsarticle?articleid=lJUgYjCGf4pVbYMAU2qmwF3wp7DiOK5k&page=

Quote:At a private developers conference this week, Nintendo announced the introduction of WiiWare, a game-creation service that will allow developers large and small to create new downloadable video game content for sale by Nintendo through the Wii Shop Channel of the hot Wii home video game system. WiiWare paves the way for smaller, more creative games to make their way to the public at lower prices, without any inventory risk to developers. The first WiiWare content will launch in early 2008.

Nintendo are opening up Wii development to the public in a similar way to XNA on Xbox 360. If anything the Wii version will be even better as Nintendo are saying that WiiWare games will be made available for sale in the Wii Store.

TGB for WiiWare sounds like a killer app to me. Any comments from Garage Games?

#1
06/29/2007 (12:03 pm)
Worth looking at the EULA, among other things:

Quote:(h) Licensee may not release Games intended for operation on Game Console Systems including the Microsoft XBox, Microsoft Xbox360, Sony Playstation 2, Sony Playstation 3, Sony PSP, Nintendo GameCube, Nintendo DS, Nintendo Wii or any successors or future console platforms without first obtaining a separate Torque Game Builder Console License from GarageGames.

I'd love to see TGB [or TGE] on the Wii, too.

Gary (-;
#2
06/29/2007 (12:42 pm)
Heard rumours of specific Wii devkits needed for this with a price tag of 2500-10000 USD.. guess I'm out.. but if these devkits can get replaced by a GG product that'd be really amazing!

Again, not sure about that piece of info. That article talks about some kind of service so doesn't sound like a devkit.
#3
07/01/2007 (2:23 pm)
Wouldn't that make little sense as the official Wii DevKit is only 2000 USD or the like?

Would like to see a kit or something special to TGB for this purpose as well although the altered compiler etc could and would make it a similar undertaking as TX ...
#4
07/16/2007 (9:22 am)
Seems to be available for Wii now ?!

http://www.4players.de/4players.php/dispnews/Wii/Aktuelle_News/67656.html
#5
07/16/2007 (10:41 am)
Funny some news site has news not posted here??

Very erm ... strange, lets say it this way ^^

But would be really cool if there was a WiiWare license at a payable price for TGB (although I own TGE, I don't see a usefull game sector for a WiiWare license when thinking of the effort to get anything done with TGE) and I would definitely jump the train :)
#7
07/16/2007 (8:34 pm)
Talked to someone who's making something for wiiWare. You can't get a wii SDK unless you have a physical studio, NOT your home. :( The idea is to give small dev's equal footing against big guys who most likely only go for Wii because it's something everybody already owns, not because they want to make a great Wii game.

Still great news though. This makes XNA look like kiddie stuff... you could make a FULL Wii game with motion controls & everything! The down side is you need the SDK & ESRB rating. I tried to get prices from the ESRB & they wouldn't say, just I need to pay "full payment of submission fees". Great help THEY were. :(

The studio required could very well change though. The only thing holding people back will be the ESRB. Nintendo already said as long as it's no AO they'll sell it.
#8
07/16/2007 (11:29 pm)
??
You know that the software SDKs have been announced for Q1 2008, right?
And will be buyable like other channels for the Wii.

So any one will be able to get his hands on the SDK, not just companies with full fledged projects to get a hardware SDK from Nintendo.
#9
07/18/2007 (2:29 am)
Great news for TGE !
I hope they are porting TGB too ^^'
#10
07/18/2007 (5:11 am)
Depending on the SDK I don't think porting TGB will be an issue. You develope on the PC anyway and the SDK includes the motion controller library.

2008 seems a long wait though and this kind of means that the Torque for Wii announcement is very premature. It can't possibly be available until the SDK ships.
#11
07/18/2007 (5:28 am)
Lets hope there will be some information upfront ... and that it, as the first Torque product ever, works out of the box and creates something that can straight be run on the Wii without countless ours of fixing and own additions.
#12
07/18/2007 (7:22 am)
There are a lot of expectations being self-generated here that I'd like to stop early:

--The announcement is is for business planning purposes--to let people know that it is in the works. In fact, the port itself is already in use by Pronto Games (who performed the port) for their own internal game development (as the press release states). Specifics regarding price, actual product feature set, requirements (dev kit, SDK, approval from Nintendo, etc) is all dependent on external party information release--when we know, you will.

--This is a straight port of TGE--not a "new product". The only modifications will be Wii specific.

--You will not be able to run on the Wii with this product. This is not "XNA for Wii" in any way--it is a platform layer for the Wii, with Wii specific additional implementations, abstractions, optimizations and capabilities.

--using this product will without a doubt require countless hours of "own additions" to make a quality game. If you as a developer are not able/willing to optimize your code via c++, make modifications, additions, removals, and new implementations to the core product, you will not have a successful game--that applies to all Torque products, not just this one. There isn't a professional console game on the market, and extremely few successful indie games on the PC market that do not build upon, and in some cases modify extremely the underlying engine/API/SDK they are developed within.
#13
07/18/2007 (8:37 am)
I'm sorry if my posting was a little missleading.

Additions to make a quailty game are clear, they are needed, as the "generic stuff" never will allow great ideas to come true.

Additions to make stuff running without breaking under regular usage although are something that the Torque Technology has to offer (but under which all 3 engines suffer. Alt - Tab / Ctrl - Alt - Del crashes as the best known, Vista Bar shimmering through as one known good enough at least to TGEA users), especially TGB suffers of some of those problems where the standard edition exists that does not allow users to fix this kind of stuff on their own or integrate fixes posted.

TGB is the by far best supported of the 3 Torque engines and I actually love it and use it :)
The TGB team definitely did a fantastic job here and I am going to support it by making my RTS stuff more generic usable than I originally planned to allow all to create their strategy and action rpg games with TGB and behaviors for most of the stuff including a behavior based AI system (selection behaviors have already been done, allowing you to drag a rect and select all "selectable objects" *also a behavior* below it. Next step are behaviors for basic units, buildings with buildqueues and shops as well as rts scene objects like trees, mines and other "interactable" things)
#14
07/18/2007 (8:14 pm)
The only things I'm curious about is if the Wii platform layer ("with Wii specific additional implementations, abstractions, optimizations and capabilities") would be made also for TGB.