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4. Good use of middleware
Throughout the
development of Grimm, we were able to
make good use of middleware solutions. Without those middleware solutions, Grimm would never have been as much fun
as it is now.
The most important middleware program we used was, of course, Unreal
Engine 3. UE3 was one of the biggest reasons why we succeeded with Grimm. It allowed us to prototype
quickly, focus on core game mechanic issues, and accomplish some graphically
interesting visual ideas.
Two other middleware
solutions we made good use of were Bugzilla and AI Implant. Best of all, both
of these solutions were free!
AI implant proved to
be essential to getting the AI of our NPCs right. All the NPCs in Grimm have very specific behaviors, and
using AI Implant enabled Marwin, our Technical Level Designer, to make those
NPCs behave the way they should.
He could do this without having to bug the programming team to
code new behaviors every time we came up with new requests for NPC AI. This
greatly improved both speed and efficiency, and allowed the programmers to
focus on all the other tasks at hand.
Through the many ways
Bugzilla can be adjusted, we managed to make the application much more than
just a bug reporting device. By the time
production on the first episodes ended, we were using Bugzilla not only to
report bugs, but also as a tool for feature requests and we had set up a bug
verification tool to ensure bugs were being fixed.
It also became the main tool
used to generate task lists for the programming team. Bugzilla, although a
little rough on the edges and sometimes not quite as user-friendly as we would
have liked, turned out to be an indispensable tool for the project.
The Spicy Horse Team
5. GameTap, our publisher
If it had not been for
GameTap, Spicy Horse would never have existed. GameTap approached American
looking for an episodic game set in a twisted fairytale world. Anybody who has
spent time looking for a publisher knows how difficult that can be for a new
studio, so Spicy Horse has been very fortunate to have been approached by
GameTap.
In spite of a couple
of hiccups (I cannot imagine a publisher-developer relationship where
everything always goes right), GameTap turned out to be the perfect publisher
for a game like Grimm.
They
understood the reasons why we wanted to change up the gameplay so much after
the prototype, they trusted our vision of what we wanted the game to look like
and they always treated us correctly.
We have all heard
horrifying stories about some executive at a publisher wanting a certain
gameplay mechanic implemented two weeks before shipping the game, or publishers
not paying because they wanted a certain feature in the milestone built first...
but GameTap did none of that.
They have given us creative freedom and support,
and it is wonderful to be in business with a publisher that sincerely wants to
change the way games are financed, developed and distributed. We have been
fortunate to have GameTap as our publisher and are thankful for the opportunity
they have given us as a studio.
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Now, where's a Mac version? You guys can use WINE, like Spore did, y'know?? And how about XBox Live, Wii, and PS3 Home downloads?