USA Games News March 18, 2010
Introduction Hello gamers, Welcome to another edition of the USA Games news letter. I know it has been a very long time since our last issue, and truth is there hasn't been much to say over the last couple of months or so. Mostly we have been involved in rewriting the core of our Genesis engine which has been a massive undertaking. More about that later. However, we finally have some good news on the way. It looks like 2010 is going to be a more productive year for us, and we are finally going to start delivering some of the titles we promised. That is certainly some good news in deed. So without further comment let's get straight to the news. Genesis Engine As many of you may recall back in early December we decided to rewrite our game engine, Genesis 3D, from scratch in C++. The rewrite was suppose to resolve several ongoing issues with Mysteries of the Ancients such as: problems with newer 64 byt Windows platforms, improve system performance, resolve some bugs do to Managed DirectX itself, to simplify the installation of the game, and possibly create cross-platform versions for Mac and Linux. To a large degree our rewrite that attempts to meet all of these design goals was a success over all. However, during the course of development we discovered that supporting cross-platform versions of our engine and games isn't technically or financially feasible at this time. For one thing there really is no standardized way to program an application for Mac, Linux, and Windows. Each of these platforms have there own unique libraries, tool kits, etc we call APIs that are often as different from each other as the operating systems themselves. This obviously makes it difficult to write anything that can be compiled and run on another operating system without some degree of rewriting some part of your program to support the new platform. While there are game APIs specifically designed to help create cross-platform games such as OpenAL, SFML, SDL, etc these APIs don't meet the same standards of DirectX or XNA, and lack features I would otherwise get by using a more professional API like DirectX. To explain this situation better imagine writing a game such as Raceway where you want to support special game controllers such as a racing wheel with force feedback support. While SDL, SFML, and DirectX all have reasonable support for standard devices like mice and keyboards the same can't be said about specialized game controllers like racing wheels. SDL, for example, has very generic joystick support that often doesn't work at all on Linux and Mac, and has no support for specialized game controllers such as a racing wheel with force feedback ability. This obviously is somewhat of a disadvantage as I can't provide the same degree of features on Mac and Linux releases that I could on Windows releases. Another case in point is DirectSound verses something like OpenAL. OpenAL is a decent audio API for Mac, I can't argue that, but at the same time it lacks features I could get with DirectSound. One very simple example is a stereo pan control. In games like Mysteries of the Ancients the sounds only need to be panned left and right. This is a simple process with DirectSound as it has a function for this. With OpenAL it was designed with 3d audio support in mind and it lacks a basic pan control which is over kill for a game like Mysteries of the Ancients. So in other words with OpenAL I have to use the 3d audio processing weather I need it or not. This is hardly ideal for a side-scroller. There are plenty of other technical issues I could mention here, but I won't. Needless to say creating cross-platform games is less than ideal for the developer or the end customer alike. There are, however, commercial routes I could take such as licensing Transgaming's Cedega and Cider cross-platform engines, but this is also expensive. Before I go that route I'd have to be sure I'd get my money back on the investment, and from what I've seen so far the Mac and Linux markets are still too small to make this financially feasible. Writing accessible games doesn't make much money as it is without the cost of investing in expensive cross-platform tools for a small minority market within a small minority market. Cross-platform issues aside the engine itself is coming along very well. I've successfully rewritten the engine in C++. I have dropped support for the .NET Framework, and have rewritten the game as a native Win32 application with support for DirectX 8 and the FMOD Ex API. This should resolve most bugs/issues present in MOTA beta 10 and earlier, and will greatly simplify the game installation for new customers. Since it uses native Windows libraries it should install and run on Windows XP or higher right out of the box so to speak As I write this the core of the engine itself is almost finished. This excludes tools such as a level editor, which I still have to write, but the core of the engine itself is about done. What this means is that I'll be able to release games like Mysteries of the Ancients beta 11 in the not too distant future. Mysteries of the Ancients Over the past couple of months I've frequently been asked questions like "when will beta 11 be released" or "what new features will I be adding to beta 11." Both of these are difficult questions as both really depend on the completion of the Genesis Engine first. That has been my priority for the last three months, and obviously has to come first. Without the engine I wouldn't be able to create Mysteries of the Ancients. However, I can answer a few of these questions based on where I am right now with the project. As far as when the game will be released I can't in truth give a definitive answer to that question. However, as the new Genesis Engine is ready to be used for game development I can say it will be pretty soon. I have already ported the game's code over to the new engine and have been playing around with it. There are some loose ends and bugs to fix, but I'm certainly getting there with it. I figure the game will be going to the private test team within the next couple of weeks. As far as new features and content none are planned for beta 11. The main reason is, of course, that I'm still very much actively involved in getting the engine together let alone upgrading it. In fact, you may find beta 11 will temporarily have a few less features as I work the bugs and problems out of the new engine and try and get it up to where we were with beta 10 before we began the rewrite. Don't worry though any missing features will be updated and returned in later updates to the game. Although, It is likely I will address all of these during the private testing period. Mostly the major changes are superficial changes such as instead of Scansoft Karen I have restored Acapela Heather as the voice of the game as per request. I have made a few keyboard changes such as speak strength is now on the s key instead of the g key. As I've said most of the changes you will notice are very miner and superficial. The real changes are at the game's core, in the engine, where you will likely notice some improved system performance if I did my job right. One thing about C++ it does allow a game developer to fine tune a game so that it takes full advantage of a systems processor, memory, and operating systems native libraries. All and all I do think you will enjoy the results. Sincerely, Thomas Ward president of USA Games Interactive http://www.usagamesineractive.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.