










Evolution Of The MPire
All of these breakthroughs can
be experienced firsthand in my
first album of games! Evolution
Of The MPire brings you the six
most pivotal games in my
career for just $29.99...
|
I've always thought of my games
as stepping stones. Each one learns from its predecessor, and then tries to
bring something new to the table. That philosophy is brought to life with the
new greatest hits CD: Evolution of the MPire! To celebrate the release of
this landmark album, here's a summary of the breakthroughs that made it all
possible...
Give Piece A Chance It
might not look much, but the graphical system from Federation Booker is
arguably my greatest achievement. The big catch with 2D games, and the reason
I no longer make them, is that it's very much like making a Disney
animation - I.e. more trouble than it's worth! 3D models are like actors that
you can hang clothes on, but 2D characters are pure work - nothing exists
unless you draw every damn pixel. So to bring a large army of characters to my
wrestling games, I had to do some serious thinking. The result was a system
whereby each character was made up of 3 separate pieces: the head, body, and
legs. It sounds innocent enough, but this was a far cry from what I had done
in previous games. It literally meant I was dealing with 3 times as many
graphics - plus I had to worry about keeping them all synchronized.
Fortunately, I managed to pull it off - but not without wrestling with some
mind-boggling mathematics! The results were worth every single headache
though, because it finally meant that my 2D games were customizable. The
player could mix and match each body part, squeezing thousands of
possibilities out of just dozens of costumes. Without this breakthrough,
Federation Booker would have had a fraction of the many characters that it
ended up with. In fact, it's no exaggeration to say that the game probably
wouldn't have existed at all. More information about this technique can be
found
here...
Spare Parts
The struggle that went into a
2D editor is made all the more frustrating by the fact that a 3D version had
always been so easy! In fact, my very first 3D game boasted such a feature.
Although it was as clumsy as you'd expect, it was the pride of the original
Big BumpZ game of 2001. As I mentioned earlier, the beauty of 3D models is
that they're the gaming equivalent of "actors" - and can be relied upon to
bring much more to the table. I designed the graphics for Big BumpZ
with that in mind, and the result was a character that consisted of several
distinct limbs (a preliminary sketch can be found
here). The idea was that you could decorate each limb independently,
instead of painting a whole preset costume to the skeleton. The effect was
somewhat ugly, but like the 2D breakthrough, it was a triumph of efficiency.
It once again meant that there were thousands of possibilities - and those
possibilities were in the player's hands as much as mine! The fact that an
increasingly better version of the editor has appeared in every 3D game I've
made since is testament to what an important breakthrough it was...
Model
Behaviour
By the time the editor reached The MDickie Show, it was taken one step
further with the addition of "accessories". This technique was almost a
breakthrough in its own right! I had gotten so comfortable with manipulating
the models that I realised I could create all kinds of illusions. The premise
behind this technique was that each model was littered with hairstyles,
headwear, and eyewear of every possible kind. By showing the ones that were
needed, and hiding the ones that weren't, any combination could be portrayed!
For instance, when you change hairstyles you're just hiding one part of the
model and showing another. The illusion even extended to the actual game,
whereby you could "lose" accessories during the fight. Once again, they were
simply made invisible to the human eye. As fanciful as it sounds, this was
actually a very important development. Up until this point, characters with
accessories such as hats needed a model of their own. This way, each basic
model could have numerous variations...
Figure Hugging Fashions
With such sophisticated
models, it was always a shame that the texturing didn't do them justice. When
Wrestling MPire came around, I was adamant that progress would finally
be made in that department. Not only were the textures better drawn, but they
were also better applied. Due to my inexperience, I had never gotten too
adventurous with the concept of "mapping". I simply threw the textures on
there with the most simple method, and left it at that. After a couple of
years, my standards surely needed to improve - so I toiled away at 3D
Studio MAX to learn some new tricks. The result was yet another
breakthrough in modelling. Instead of separate textures, the skeleton could
now be fed an entire piece of clothing and spread it out automatically. From
one image of a pair of legs, the model could now portray everything from the
hips down to the feet. Not only did this mean that the limbs flowed more
consistently, but it also meant that changing costumes was a breeze! Just like
in the 2D version, all the player had to do was choose a head, body, and legs
- and the rest wrote itself. This was a far cry from the earlier attempts,
which required each individual limb to be decorated. The technique proved to
be so accessible that homemade costumes became more popular than ever - and
helped to seal Wrestling MPire's place as the number one game...
Skeletons In The Closet
In amongst all these cosmetic
breakthroughs, there was a programming revelation that helped to bring the
models to life. By the time the all-new Big BumpZ rolled around, I had
mastered a new technique whereby the same animations could be applied to any
skeleton. Traditionally, a different shaped body would require its own set of
files - but my technique could extract the same results from any model,
whether it was fat or thin, and even male or female! This was nothing short of
a revelation, because otherwise I would have had to re-animate everything
several times over. As long as each skeleton had the same correctly-named body
parts, they were happy to use the same animation data. The fact that the
skeletons had to be so similar did have its drawbacks (especially for the
females), but the pros far outweighed the cons. Like many others, this
breakthrough has been honoured by time - appearing in every 3D game since its
discovery. By the time it reached Wrestling MPire, things were made
even more efficient. This time, even the animation sequences didn't need to be
broken down! Instead of a file for each and every action, the game could now
read from one long sequence of movements. This meant that the game packed up
smaller and ran smoother, because there were far fewer files in the system...
Movers And Shakers
My biggest achievement in 3D
game programming - and arguably the greatest of them all - is the move
animating system from The MDickie Show (and later Wrestling MPire).
Like many of the other features, I have no doubt that this has been taken for
granted. Most people see a game in action and assume that it's nothing more
than a series of animations - but nothing could be further than the truth! The
animations are just the tip of the iceberg, as you must then tell the game how
to deal with them. When it's wrestling moves, that involves bringing two
separate animations together in perfect synchronicity. To pull it off, I
created an elaborate scene in 3D Studio MAX - where I could animate two
characters together and then extract them as separate files. That once again
was just the tip of the iceberg. Another animating dilemma is that the game
doesn't care what's happening in a sequence. If you animate something like a
Suplex, the game doesn't know that the character has fallen backwards - and it
certainly doesn't know what happened to the victim! Educating it on the matter
required the most mind-boggling mathematics I have ever had to program. It
combined data from the animation file with data from my game world - which is
the equivalent of translating something from Russian to Japanese!
Miraculously, it worked out okay and the game could finally detect where a
move was taking each model. You may notice that the effect isn't perfect (with
the characters sometimes getting out of sync when pushed against a wall, etc),
but you can rest assured that I put as much work into those moves as the
wrestlers do in real life!
Collision Course
Long before I had to worry
about moves flying through the air, I was pre-occupied with the simple premise
that you shouldn't be able to walk through things! Believe it or not, the
collision detection in my earlier games was so abysmal that you could do just
that. The laws of physics didn't apply until Federation Booker's 2D
gameplay hit the scene in 2002. I made every effort to ensure that the items
felt solid for once. It's not as easy as you'd think, because blocking things
has a frustrating "knock on effect". The secret to collision detection is that
you identify when a character is invading an item's space, and then push them
back to the point where they weren't (before the human eye notices!). In the
wrong hands, this technique can result in "sticking" to the item or wall in
question. After yet another session of mathematical gymnastics, I finally
learnt how to make a character smoothly slide against a surface as they would
in real life. The system certainly deserves to be called a "breakthrough". Not
only did it polish off the 2D wrestling gameplay, but the exact same premise
was transferred to 3D for all the games that followed! Actually, by The
MDickie Show the 3D world demanded a little more fine-tuning. In addition
to an item's location, I now had to assess how its angle affected things. This
was yet another mind-bender - not unlike the animation problem above - but I
managed to pull it off. The result was that my furniture-filled gameplay
survived the leap from 2D to 3D, and even managed to become wilder than
ever...
Sound Advice
Not all breakthroughs are up
there to see on screen though. One of my most enduring techniques is a simple
twist on the sound effects. Ever since the first Federation Online game
in 2001, I've squeezed extra life out of sounds by altering their "pitch".
That affects whether they're played fast or slow, and by mixing it up you can
make an effect sound less repetitive. Try it with something like a metal
weapon, and you should notice that the clang can either be sharp or dull. The
same thing is done with practically every other impact sound in my games - and
even things like the crowd. The results are not to be underestimated. You
might think the sounds are bad now, but they'd give you an even bigger
headache if they're were identical! With all those fists flying, it's a
godsend that just a few samples can keep everything sounding different. The
technique culminated in The MDickie Show, where it was even used to
give the characters different voice tones. The same lines of speech could be
made to sound deep and masculine or high and effeminate! It was instrumental
in making each character (and conversation) as unique as possible. So although
my sound work is notoriously awful, I can at least claim to be resourceful
with it!
The Fun Comes First
There are countless other little achievements that keep the MPire
strong - too many to mention, in fact. As different as they might seem, they
all come under the banner of "the fun comes first". My work might be flawed,
but it's dedicated to pushing things forward. Whether it's the programming
from Federation Booker, or the low-poly modelling from Wrestling
MPire, each game came out the other side with dozens of characters on
screen! That's no coincidence. My games are designed to achieve breakthroughs
like that. You drop the quality in one place to improve it somewhere else.
Whilst the commercial developers exchange gameplay for graphics, you can rest
assured that I'm doing it the other way round! Every single day, another
breakthrough is made to keep it that way...

|