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Postmortem: Shiny Entertainment's Wild 9
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Postmortem: Shiny Entertainment's Wild 9

January 7, 2000 Article Start Previous Page 2 of 5 Next
 

The Tools and the Talent

Wild 9 was originally targeted at two platforms; the Sony PlayStation and the Sega Saturn. We eventually dropped the Saturn version, much to the disappointment of many Sega fans worldwide. Still, our original plan influenced the technical side of the project throughout the course of the game’s development.

Characters and levels in the game were modeled in 3D Studio Max and then exported using a proprietary plug-in that Malachy Duffin wrote. In order to account for both platforms, Malachy first wrote the export plug-in to handle both output formats, and the scripts that drove the export process contained lines referring to both the PlayStation and the Saturn. When we dropped the Saturn version, half of the data in these scripts became obsolete; from that point on, only the PlayStation side continued to evolve.

The export plug-in handles the character’s geometry, which is stored as a certain number of limbs, and animation, which is stored as translation and rotations of those limbs. This system has a small memory footprint while remaining flexible enough for our purposes. (We didn’t use single skin meshes in the game because the on-screen size of our characters would have rendered this refinement invisible.) One of the game engine’s features was the ability to hide and unhide specific limbs, which was pretty handy in optimizing the game’s rendering time. One of the tricks we used was to produce multiple level of detail (LOD) models of certain objects, and store those LODs as separate limbs within the same character file. We could then hide and unhide LOD limbs depending on an object’s distance from the viewpoint; once again, the small size of our objects on the screen made the popping from one LOD to another minimal.

One of the tricks Wild 9 used was to produce multiple level of detail models of certain objects, and store those LODs as separate limbs within the same character file.

The levels and characters also contain various invisible bits of information, such as trigger points, reference points, and collision boxes. A level’s trigger points generate monsters and powers ups. A model’s reference points provide anchors for multiple effects. If a character, such as the alien beast in the Beast Engine level, has smoke coming out of its nostrils, then these will be generated from a reference point placed on the character model. The reference point can be hidden and shown according to a visibility track placed in the model’s animation in 3D Studio Max, which makes editing them simple. Of course, things are never too simple. We encountered some problems toward the end of the project when time came to get the PAL version of Wild 9 going. The game’s final level, which features an encounter between Wex and Karn, involves Karn trying to catch up to a running Wex. Because Karn is such an imposing fellow, his footsteps generate a puff of smoke and a loud bang; we generated these footsteps with reference points placed on Karn’s feet. A problem arose with the PAL version because the animations played at a different speed to compensate for the 50Hz frame rate. Some of the reference points were skipped altogether, and Karn would appear to limp as only one leg would make a sound. We solved this problem by making the reference points active for multiple frames and preventing the game engine from processing those two frames in a row. If one reference point was skipped, we were sure to catch at least one another from the same group. It wasn’t a very elegant solution, but it served its purpose late in the project.

All in all, 3D Studio Max was a decent editing environment for Stuart Roch, Lori Perkins, and Rich Neves to work with, although a dedicated editor would probably have been better in some cases. 3D Studio Max offered near-total layout freedom, but was lacking in the ease-of-use department, considering that we weren’t even using a tenth of its features for our level-building and real-time character purposes. One feature that was very useful to us, however, was the user-defined properties it allows you to input for each object. By including a lot of keywords and properties within each game object, we could easily pass on the information that the export plug-in needed to and process its output accurately and efficiently.

My assignment for the project was to program the game’s intermediate levels, which consisted of jetbike races chasing bad guys in various landscapes, falling down a huge tube trying to avoid projectiles, and the game’s final encounter between Wex and Karn.

The tools and the game engine also allowed for animated textures and particles to be used extensively in Wild 9.

The tools and the game engine also allowed for animated textures and particles, which the team’s artists used extensively. Jean-Michel Ringuet used animated textures in the Crystal Maze level, for example, to give crystals a extremely realistic glow. Erik Drageset provided levels such as Drench, which featured a series of multiple water falls and water effects — it had us all in awe the first time we saw it. In the meantime, Lloyd Murphy was working on Wreckage with the secret intention of making it the most graphically intensive level in the whole game. He kept that record to the end of the project with only a few kilobytes of memory and a few bytes of video memory left when this level was running. However, toward the end of the project, when we’d add a game element that would appear on all the levels (such as the in-game information panel), Wreckage would be the first level to break and run out of memory. We used the particle system extensively throughout the game for explosions and various pyrotechnics. Here too, unexpected usage of the particle system proved very effective in the Drench level, where raindrops fall and create very realistic ripples into the water — all done using different types of particles.

Two factors led to the literal flourishing of particles everywhere in the game. Gregg Tavares, who started as a programmer but left the project midway through development, added the ability to create and use particles from inside the game’s scripting language. Furthermore, John Alvarado built his now famous Particle Studio module. This module allowed us to preview the effects of the particle system’s many parameters while modifying them in real-time using the joypad.

These kinds of tools, together with our scripting language, offered our artists a creative freedom that paid off for us in a big way; it’s likely to serve as a model for our future development efforts. Great and unexpected things resulted when the artists were able to try out new ideas out without involving the programmers. A typical scene involved a bunch of programmers looking at the artist’s screen and saying something along the lines of, "I didn’t know it could even do that."

Concept art for B'Angus

On the other side, every time a task required the programmers’ help, synchronization became a major problem, with the programmers trying to fit these extra tasks into an already busy schedule and artists waiting around for a very long time before they could wrap up their levels. One perfect example of this was the game’s enemy AI. Even though the artists could place enemy actors anywhere in their levels, they always needed a programmer to code at least a place holder AI routine so that the artists could preview their work. As a solution, we built a test level that we could use as an object viewer. Artists could drop their models into this test level to get a preview of what they would look like in their final, real-time, PlayStation form. While the test level helped, it didn’t solve completely solve our work synchronization problem. Enemy behavior still needed to be coded in for the level to be fully tested and polished.

Still, a really effective solution to many of the problems that we experienced involved not only extra organization and proper scheduling, but also better communication. If a programmer is unaware that another team member is waiting on a certain feature, then the process would end up in a gridlock situation. So, while the organization we chose worked, it was never perfect. We used Microsoft Sourcesafe to share code between the programmers, but the only trusted version of the game was always living on Gavin James’s computer. Gavin personally made sure that he’d incorporated every change we made to the game by keeping track of everybody’s progress and updates. For future projects, we hope to implement some kind of registry or database where all the game elements can be recorded. Our hope is that such a system would allow us to better see how changing some part affects all of the other parts.

Our programmers developed a scripting language to enable easy implementation of the characters’ AI. The language is based on a byte code, which is interpreted in real-time during the game and specifies three main threads for each character. The intelligence, animation, and movement threads control the actor’s behavior and also have the ability to spawn additional threads, if necessary. The scripting language also handles collision events using a table that contains all the different classes of characters in the game and the corresponding collision types allowed to occur between them. The system can thus trivially reject collision tests between objects that should never collide with each other, such as two static objects.

As Gavin continued to improve the game engine, we kept extending the scripting, adding new features and allowing access to just about any low-level function through C function calls. Though imperfect, the scripting language was fairly easy to use once all its loopholes were known, and it enabled faster prototyping than straight C. A testament to the versatility of the scripting language is the fact that even the menu system that Malachy wrote is, in fact, treated as a normal game level by the engine. Every menu item that the players see on the screen is a game actor and the background is a huge game level.

Progress

Wild 9’s development was divided into two relatively distinct periods (more on the reasons for this later). The first team that worked on Wild 9 had most of the game engine written, a few levels started, and some game play mechanics implemented, but the game itself was not what we could call playable. When the second team took over, Gavin spend most of his time cleaning up the engine, while the artists and level designers focused on finishing one level. This was the long birthing of Gulag, which took a full two months to finish; more than any other level in the game.

To the team’s credit, a second level, called Bombopolis, was started during the last few weeks of Gulag. Then things started to really snowball. People were getting used to the tools and the limitations of the engine, and we spent the remainder of the project making progress at an extremely scary pace. At this point, the engine was getting pretty stable, and we were able to start adding new features. Levels started popping out of nowhere, and before we knew it, we were playing a full-blown game.


Article Start Previous Page 2 of 5 Next

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