Torque Game Engine Licensing for Wii Now Available from GarageGames
Torque Game Engine Licensing for Wii Now Available from GarageGames
| Submitted: | Eric Fritz |
|---|---|
| Posted: | Jul 18, 2007 |
| Synopsis: | GarageGames and Pronto Games announce Torque Game Engine licensing for the popular next-gen console from Nintendo. |
| Keywords: | garagegames torque game engine development nintendo wii pronto console |
Article
| Eugene, OR, July 16, 2007 -- GarageGames, the leading technology provider for independent game makers, and Pronto Games, professional PC and console game developer, are pleased to announce the availability of Torque licensing for the Wii console. First shown at the Nintendo Developer Conference in June, Torque for Wii is based on the popular Torque Game Engine, with built-in support for the unique Wii controller, making it a complete package for both disc-based and downloadable Wii games. "I think every game designer has a few ideas about how they could use the Wii console's extraordinary features to make fun games," commented Josh Williams, GarageGames CEO. "Torque for Wii makes it easier to focus on creating high-quality experiences for the Wii, rather than implementing the technologies and tools it takes to just get started." Nintendo recently announced the availability of the WiiWare service, which will allow developers of all types to create downloadable games for sale through the Wii Shop Channel. According to GarageGames, heavily discounted license pricing is available for games targeting the WiiWare downloadable service, versus those aiming for shelf space at the local game store. In addition to Wii Remote support, Torque for Wii supports skinned mesh rendering, advanced character and shape animation, terrains with seamless indoor/outdoor transitions, environmental effects, industry-leading networked multiplayer game support, collision detection and physics, a bevy of rendering effects, compressed textures, and more, all optimized for Wii. Additional features include a powerful WYSIWYG tool chain for designers, scripting language support, a comprehensive Lot Check compliance component, and Wii graphics and audio abstraction layers. These modifications to the Torque Game Engine combined with the existing Torque toolset and pipeline make Torque for Wii a complete game development solution for the Wii console. Pronto Games, who developed the Wii port, is also using the technology for their upcoming Wii exclusive game, The Destiny of Zorro. "We chose to develop The Destiny of Zorro with the Torque Game Engine because of its proven reliability and our developers' familiarity with it," said Randy Angle, President and Creative Director of Pronto Games. "Partnering with GarageGames to make the Torque Game Engine available to other Wii developers seemed like the obvious next step, and we look forward to seeing the creation of even more quality Wii titles as a result." For more information regarding the Torque for Wii license, please contact GarageGames at sales@garagegames.com or 541-345-3040. About Pronto Games Pronto Games brings depth of experience to all facets of game production: inventive game design, solid project management, quality artwork, and innovative technology. By combining professional expertise with a passion for fun, Pronto Games creates great entertainment for casual and core players on handhelds, mobile, toys, and disc or downloadable content for the PC, Xbox 360 and Nintendo Wii. Pronto Games can be found on the web at www.prontogames.com. |
Submit your own resources!| Ed Johnson (Jul 18, 2007 at 17:04 GMT) |
| Josh Caba (Jul 18, 2007 at 18:40 GMT) |
Edited on Jul 18, 2007 18:40 GMT
| Donald \"Yadot\" Harris (Jul 18, 2007 at 21:59 GMT) |
| Claude-Alain Fournier (Jul 19, 2007 at 08:17 GMT) |
(not that I intend to get it, just curious)
| Korpos (Jul 19, 2007 at 14:00 GMT) |
| David Montgomery-Blake (Jul 19, 2007 at 14:09 GMT) |
The pricing is yet to be determined. It will most likely depend on the distribution model, sdk licensing from both Nintendo and the port licensing fees from Pronto Games, etc. Since WiiWare licensing costs are still unknown at this time, we will not know that side of the licensing yet.
| Clint Herron (Jul 19, 2007 at 23:49 GMT) |
--clint
| Leroy Frederick (Jul 22, 2007 at 11:09 GMT) |
| Toxic Games (Jul 24, 2007 at 02:18 GMT) |
| Roy Reynolds (Jul 25, 2007 at 00:22 GMT) |
I already have TGE licensed. If I could start now and perhaps port later, that would make life a great deal easier.
Edited on Jul 25, 2007 00:31 GMT
| Clint Herron (Jul 25, 2007 at 12:40 GMT) |
I think the answer would be that it doesn't necessarily make it possible, but it certainly makes it more possible. GG employees have indicated in various forum threads that it will still likely require C++ engine changes to get your game done, and that at this time it's not necessarily a "drop-in-and-go" sort of thing.
Still, this TGE Wii does wonders for bridging the gap, and I for one thing it would be a big help when developing a title for the Wii.
Disclaimer -- I don't work for GG, I only know what I read, but that's the impression I get. I don't think that I'm wrong, but anyone, please feel free to correct me if I'm spreading misinformation.
--clint
| Roy Reynolds (Jul 25, 2007 at 16:40 GMT) |
| Randy Angle (Jul 25, 2007 at 21:55 GMT) Resource Rating: 5 |
I encourage you to develop in TGE 1.5+ and then start figuring out how best to integrate the Wii Remote into your gameplay. It is much tougher to make the controls feel right, than it is to get the technology working. It also helps to remember that a modern PC with Shader 3.0 technology and 3GHz+ CPU speeds with tons of RAM and a harddrive are a bit more resources than you will have on the Nintendo Wii. Marble Blast (classic) works great, so do the FPS and Vehicle demos from the SDK. The Dark Forest demo (Tim Aste) has so many particles and polygons it starts to slow down the frame rate with certain camera angles.
I hope that helps. Get your official Nintendo Wii dev status and check back soon for pricing and the SDK.
Cheers,
Randy Angle
President/Creative Director
Pronto Games, Inc.
| Clint Herron (Jul 25, 2007 at 22:15 GMT) |
Are you able to tell us if a PC Bluetooth stack is supported by your build? Or are games only runnable/playable on a Wii Dev Kit? We have a distributed development team, and we're leery of buying a dev kit for every remote person who we would like to playtest early builds.
Thanks!
--clint
| Randy Angle (Jul 25, 2007 at 23:19 GMT) Resource Rating: 5 |
Nintendo is encouraging the use of development kits, and I'm fine with that from an official standpoint.
Cheers,
Randy Angle
President/Creative Director
Pronto Games, Inc.
| Ross Brewer (Jul 27, 2007 at 09:00 GMT) |
"Can you buy it as an upgrade?" and "Is it very expensive?"
| Vashner (Aug 01, 2007 at 23:42 GMT) |
| Jedd Wilder (Aug 06, 2007 at 22:58 GMT) |
AWSOME!
| Tyler Slabinski (Aug 07, 2007 at 01:53 GMT) |
| Swaroop Reddy (Oct 09, 2007 at 13:01 GMT) |
| Peter Robinson (Oct 11, 2007 at 16:35 GMT) Resource Rating: 5 |
-Peter
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