Game Development Community


#1
07/17/2007 (4:36 pm)
I'm pretty sure it's for licensed Nintendo developers only. It's probably similar to Torque on the Xbox 360.
#2
07/17/2007 (6:23 pm)
As soon as we have solid information from Nintendo, we'll do our best to let you know how the process will work. When dealing with two external parties (Nintendo and Pronto Games), we don't get to make all the decisions regarding licensing requirements, or other purchase decisions, but will let you know as soon as we can :)
#3
07/18/2007 (3:23 am)
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#4
07/18/2007 (5:37 am)
IMO, I think you would want to own a Wii for sure, so you can actually run your games and play test them.

As for the other part, the community is probably going to have to wait for Pronto and Nintendo to work out their side of things before GG can feed us more info. I'm wicked excited either way. It is my hope that it will work similarly to XNA/TorqueX...
#5
07/18/2007 (5:39 am)
This would mean wait for 2008 on WiiWare
#6
07/18/2007 (5:51 am)
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#7
07/18/2007 (5:55 am)
Berserk: why not?
I do not plan to make anything larger than a WiiWare game anyway and unless Nintendo is offering indies preview versions of it, I don't see much sense in buying a license as the TGE4W license for physically distribute games was mentioned to be seriously higher ... this means in the end the regular console game license + some extra fee above the WiiWare license price
#8
07/18/2007 (7:03 am)
A couple of things that may change, but as far as we are aware right now are facts:

--Nintendo is not going the "XNA" route--a "dev kit" is basically a less secure Wii that allows you to deploy games from your PC to the modified Wii. It is completely separate from a retail Wii you buy in a store, and is hardware. You will need one (as it stands right now) to develop games for the Wii with Torque.

--Nothing has changed fundamentally in any of the pipelines for art/world asset creation. It's basically a strict port, with additional tools, optimizations and capabilities that are Wii specific. Berserk keeps asking about " the WYSIWYG toolchain"--from a making your game perspective, nothing has changed in Torque itself other than how it interacts with the Wii.

--it is very very important for people to realize that as "old and outdated" people like to claim TGE is, Wii hardware is much more fundamentally limited than recent generation pcs. There is no guarantee that just because your project works on a PC with Torque Game Engine, it will work smoothly on the Wii. For example, no shaders (so no MK), limited art asset storage (so you better focus on a few small missions), limited graphical hardware (so don't expect super high res textures), and the like.
#9
07/18/2007 (7:10 am)
Sounds like a perfect candidate for a Toy Commander clone. That would be fun on a Wii. It was fun on the Dreamcast...
#10
07/18/2007 (7:11 am)
With a maximum resolution of 480p, I don't need super high res textures :) even in close up, a 1024x1024 still exceeds the screen :D (beside that, the ~84MB of RAM left for textures and all data clearly restricts what can be done)

But I'm sad on the first point ...
As this is quite against what was said prior Wii Release and what one could have been thinking when the WiiWare news were given out.

But I'm still open to it and will wait and see how it plays out :)
#11
07/18/2007 (7:53 am)
Everything that I've read from Nintendo about the WiiWare release talked about not lowering the cost of a devkit since they were extremely inexpensive in comparison to the competition. I am very interested to see how the licensing for WiiWare plays out. Will it be significantly different than XBLA's release slots? Things like that.
#12
07/18/2007 (10:44 am)
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