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It's
that time again. The first generation of next generation developers
who've hacked and slashed their way through a world of
still-in-development Software Development Kits (SDKs) appear before
their peers to bring a simple message: the next generation is hard.
The
lecture was presented by Bizarre Creations' effusive tag-team of
associate producer Chris Pickford and design manager Gareth Wilson. At
the time of speaking, they happily admit they're still inching towards
the final release in time for Xbox 360's launch window, so cheekily
subtitle the lecture “Flogging The Horse Before It's Dead.” That the
process isn't over yet doesn't mean they haven't useful experiences to
share about the journey so far. Their lecture took the form of a
meander through the various aspects of development and the lessons they
learned in each.
Practical Issues
Pickford
and Wilson stressed the importance of keeping open the lines of
communication, both with other developers and the console manufacturer.
For the latter, it's essential you make SDK bug reports as quickly as
possible, due to the irregularity of SDK updates. Don't expect the bug
to be reported and fixed by someone else, or you could find the SDK
two-months down the road still possesses it.
For
the former, when you hit a wall, a trip to one of the developer forums
can reveal that someone else has already ran face first into that
bricky surface and already found a way to chip through. In particular,
the developers stressed that having the game running ahead of time,
even on the Alpha kits or PCs, and having a modular development system
to allow turning off whole sections when SDK fixes cause it to stop
working.
Wrestling
with content is the second section. You cannot underestimate the amount
of artwork you'll require – and this amount of artwork requires some
serious server space. Bizarre spent £80,000 upgrading theirs, with
separate servers for the 20,000 photos of each city in their game, the
models and so on. Similarly, with the size of art assets, export time
causes problems. Tools to allow quicker testing of how a model may look
in game before exporting saved huge amounts of time.
Similarly, the Project Gotham Racing 3
creators described their successful experience with outsourcing. They
relied on a demo-test to make sure the outsourcers were capable of the
task required, then the writing of an extensive tutorial brief for all
the staff. The investment of time here of a couple of weeks to make it
properly thorough will pay back by having the outsourced material
require the absolute minimum of fixes. After all, what's the point of
outsourcing if the resultant assets require such extensive examination
and reworking when they get back as to almost equal the time it'd have
taken your art staff to build them in the first place?
Interfacing Properly
On
the coding side, specific attention must be paid to user-interface
issues. With the increased importance of online and multi-media aspects
for the Xbox 360, the ability for these to be easily adjustable on the
fly is absolutely paramount. To that end, extensive use of high-level
scripting language was used to link together the front end, with the
backend in C. Similarly, game-logic issues. With so much to worry about
elsewhere in terms of coding, it's important to gain time and
flexibility here. Other coding issues centered around good practice –
sensible variable naming, not hard coding variables, commenting code,
etc - which have been always important but are even more so with the
increasing size of projects.
In
terms of process, Bizarre made a mistake of not nailing down their
essentials early enough, such as memory management or vision checking.
Later, they needed to rewrite the whole thing, which led to two weeks
where no artist could genuinely see if their material worked in-game.
On the more successful side, they had two game versions constantly
available, selectable from the boot screen. Either a fast or a pretty
version. The pretty version has all the graphic modes on, existing for
screenshots and to remind people what it'll look like after
optimization. The fast version can actually be played properly, though
often with grey-untextured cars. Both aspects of the game will be
brought together for final release, but you'll never have them both
simultaneously prior to that when making a next-gen game. They also
kept a safe-build available which while not be the latest code, was
relatively stable and could be showed to any journalist who turn up
unannounced. The fiends.
Design Pitfalls
In
terms of design, it's important to remember the absolute fundamentals:
you are making a game. Easily said, but it's easy to get distracted by
all the possibilities of the hardware. They embarrassedly reveal the
bug where cars started 30 feet in the air, facing the wrong way around,
which existed for months in the game, until artists found a work-around.
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Bizarre Creations' Project Gotham Racing 3 for Xbox 360 in action.
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It
helps if there's a formal meeting between the design and coding team
heads once a week to make sure things are synching. However, they also
warn of the possibilities of too many people at too many meetings.
Meeting length increases exponentially according to how many people
actually are in the room. Carefully chosen, articulate team-members who
can disseminate the ideas to the rest of their group are a must.
Also,
allow three months for balancing. Or – as Chris coyly put it in mock
quotations, “three months,” recognizing that this will vary wildly.
However, if you actually plan for this, it becomes a real deadline in
the minds of the team, so motivates them to get the work done early. In
standard development, they run a cycle of design, implement, play, then
iterate. When they reach the endgame, it alters to experience,
evaluate, polish then iterate, with a group of 10 people dragged in off
the streets to give this unjaded feedback. It's something bearing in
made throughout – they advised getting the artists to play the game, as
they'll notice things which the designers never would. They use the
example of the roadside turn indicators, which the designers were used
to spotting but none of the artists were able to make out, so all went
crashing into the first bend. Problem located, and then fixed.
However,
as an ultimate lesson, the Bizarre Creations duo return to an earlier,
extremely valid point. When you're making a next-gen game, don't forget
that it's not the “next-gen” which is the most important part but the
“game”. An obvious lesson, perhaps, but it's something that can't be
said enough, and something we'll find out the results of this holiday
season for PGR3, hopefully.
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