These diaries are just supplied as
information sheets corresponding to the development cycle of
MDK. Feel free to use parts of this information to create
articles etc.
Happy New Year to you all!
MDK is looking better with each passing day. One
day I think that the game will never get done, and then I
get a company email suggesting I "Look at the changes in
Level 8". Level 8? There wasn't a Level 8 yesterday, but
sure enough, there's a 90% complete one in there today.
THAT'S the kind of breakneck speed the team is working at -
Nick even took a laptop on his Christmas holiday!
Tommy Tallarico stopped in today to talk about the sound
effects and music for the game. The batch of 14 tunes that
he played today were amazing. We'll be recording the main
character's voices later this week.
Both Interplay and Playmates were willing to give us a
bit more time to really make this game great. We can't
thank them enough for the trust they've put in us. So to
all you who expected the game for Christmas, sorry. We
won't let this one out the door until we're satisfied that
it's the best we can possibly make it.
In MDK news, the snowboarding sections are now in! Not
content to let you just run and fly and shoot, we thought
you'd appreciate some variety. Imagine hopping on a
snowboard and heading down a bobsled run. Now imagine that
you're being shot at and you've got obstacles all over the
place.
That's what we call snowboarding in the MDK world.
Has DP mentioned the bombing run? Or when you get to
steal the Stream Rider's hoverboard? Surely he must have
mentioned the secret cow weapon. Well, maybe I'll tell you
about it next time.
The demo version of the game (only 1 or 2 of the arenas
that will be in the final game) should be hitting the Shiny
website at the end of January. This will show off some of
the cool weapons that are available in the game, as well as
giving you a chance to play it for yourself. If you don't
have net access then check your local bookstore for the demo
version that will be bundled with several of the top PC game
magazines.
The aliens are getting more intelligent with each passing
day.
They're growing up so quickly! Each time I encounter
them, they've got a new trick up their sleeve. The few
remaining weeks we have on the project will be spent
cleaning up animation, tweaking gameplay (hey, we want it to
be hard, but fair), and looking for areas that could use
some minor enhancements to really make them shine.
Keep an eye out for the demo, and you'll see what all the
fuss has been about.
This is an exciting month for the MDK team.
They have been really
starting to put all the separate pieces of the game
together. It's funny, how much more it looks like a finished
game when you add the plug and play install program and the
"START GAME" / "OPTIONS" screen.
We have just added a "PERFORMANCE" feature to the options
menu. This allows you to see the speed combination of
Processor and Video card that your machine REALLY achieves.
We call it the GAMERS PERFORMANCE. Forget what you read in
the magazine advert when you bought your PC, this value is
the TRUE GAMEPLAYING performance. We are actually posting
the program onto our Website so that you can see what
horsepower you are actually getting:
www.shiny.com
"performance Page".
There has been a big
technical advancement this month. We have found problems in
the Pentium chip and have written special code to get around
it. The result is that the game is now running 20% faster.
This game will really be the demonstration of what a PENTIUM
PROCESSOR is truly capable of. Our engine is now
out-performing most 3D hardware cards in software. As we are
already happy with the speed of the game we have used this
extra speed to handle some new things.....
(1) We have much more detailed backgrounds. Each arena of
the game looks COMPLETELY different. The idea is to make it
so that while you are playing MDK you will not need to draw
any form of map on paper. As you play, each arena is so
different, you will easily remember where you were
previously. You will never get lost.
(2) We have added a grenade that you can lob over walls.
This is SO COOL because the grenade has a camera attached to
it. This means that when it lands on the other side of the
wall you can see what is going on there without danger to
yourself. Then blammo the enemies are toast as the grenade
explodes. It is really a double use weapon, if you need to
know what is around the next corner, you can ?spend? one of
these bombs to take a look for you.
(3) We have a lot of glass effects in MDK, having this
extra speed allows the game to have glass over glass over
glass. It makes some of the areas you are in feel huge. It
also is kinda scary walking over just a floor of glass so
that you can see where you fall to your death below should
this glass be broken.
(4) We have added an inflatable Kurt decoy. Imagine a
situation when the enemies have set up an ambush for you.
The way to flush them out is to send in the rather funny
Kurt decoy. It looks like one of those old silly inflatable
punchbags that kids used to play with. It has a picture of
Kurt painted on it and the enemies (not so bright) get lured
in, then you (with your sniper helmet) can enjoy some target
practice.
(5) We have added the 'Worlds most interesting bomb', it
is a really funky box that attracts the attention of the
enemies. They stop what they are doing, huddle around it
saying "Wow" and then the damn thing explodes in their
faces.
(6) We have added the "BONES AIR STRIKE", this is a
really cool, you can point at a group of enemies that are
waiting to ambush you, then call on your buddy 'genetically
engineered dog' to come in and rain firey death all over
them. You can do this so far away, you can't even smell
their flesh burn.
Some big decisions have
also been made this month...
We were offered a Childrens Saturday Morning Television
Show, but have decided to turn it down. We are holding out
for MDK the movie. (I am actually typing this diary on a
British Airways flight, I am flying to the Develop
conference in England to give a speech on how to sell
characters). Getting an MDK movie would really make my day.
If it happens, you will read it here in future months.
We totally upgraded our Web Site as promised. It is now
at about 75% complete. http://www.shiny.com I think we are
even selling some MDK stuff on the site.
I finally gave in and am
now allowing an Internet "TEASER" of MDK to happen. I was
holding fast on this that we would not release the game on
the Net because I wanted people to have the FULL experience.
However, it has become really clear that even though we have
proved it to the magazines, the public don't think that the
screen shots on our web site are real. Let me just say here
publicly, the screenshots were dumped straight from the PC
screen DURING gameplay. (We have a secret code that
instantly saves your screen to a .GIF file.) We also use
this feature for the save game feature (to show you exactly
where each saved file will let you start).
So the screen shots are totally genuine. And I am willing
to prove it by releasing a demo onto the Net. The only
difference will be that the demo is just a very short TEASER
so that it does not take as long to download from our
website.
When will this appear?. Bookmark our site and check it in
January. We are also adding a MAILBACK service so that our
site will email you the day the file becomes available.
We have also added a "QUOTES" area to show you what
magazines from all over the world think of what they have
seen and played.
The box design is done. The manual is being written at
the moment. Even though the tagline for the game is "In MDK
on a good day 2.5 billion people will die" the manual is
really funny.
The game engine is now
about 95% complete. The basic concept of the engine is that
is gives power to the artists and designers. This power
comes in the form of being to be able to modify an enemy in
just a few seconds and then be playing the updated game
instantly. This technique is one of the reasons we have
always got our games built so quickly. No, this is not some
stupid level editor. Level editors are for children. That
would be like everyone cooking from the same cookbook. Our
system allows the separate team members to come up with
REALLY different and varying gameplay styles. This is
another reason why people keep saying how unique the game
actually is. One of the artists just added a snowboarding
level!.
So what still has to be done before the game is actually
complete. We have to keep working on the enemy intelligence.
It takes a long time to get that right. Every time we think
that it works, then some damn enemy goes and gets stuck on a
diving board or something like that. Luckily we still have a
month left to get it right.
We would like to OFFICIALLY thank
Playmates and
Interplay for having the
guts, vision and trust to let us develop a true GAMERS game.
MDK - LETS GET TECHNICAL THIS MONTH. September 21,
1996
==========================================
Well, the European Computer
Trade Show finally happened. Right up to the last minute,
the MDK team was working through the night making the final
tweaks to the demo that the public would get a chance to
play.
Its funny, you would think that by the end of all that
relentless work that the team would sleep the entire 11 hour
flight from Los Angeles to London., but no, on First Class
in Virgin Airlines they very kindly have a Super Nintendo
fitted to every seat. What a great way to pass time.
Arriving in London and consuming copious amounts of
British Beef we rest before the Show. (Anybody who knows
Earthworm Jim probably thinks that we already suffer from
Mad Cow Disease anyway).
At the show, the Editors from just about every magazine
in Europe turned up to see the game, Presidents of rival
companies stood and watched all the fuss from afar.
After 3 days nearly all of the Editors who got a 'behind
the scenes' demo of the game voted it Game of the Show.
Guh-roo-vey.
In our demonstration, we
showed our helmet/binoculars zooming in on enemies (FIGURES
1 & 2) that were so far away that they were originally
just one high resolution dot on the screen. When zoomed in,
you could see their face fill the screen as you move your
crosshair right over their nose. Bang, the enemy would reel
back in pain as we examined their bloody nasal cavity.
(FIGURE 3)
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figure 1
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figure 2
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figure 3
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The next step was show the COLLISION DETECTION system
that we have working in the game...
Most video games use boxes, these boxes are laid over and
around an enemy so that checking bullets against the enemy
can be done quickly and easily. The programmer simply has a
piece of code that says "If a bullet hits a box, then kill
the enemy". For every game with an inaccurate machine gun
weapon this system works great, but as you can see, in
FIGURES 4 & 5, the boxes tend to fill gaps, for example,
under this enemies arm.
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figure 4|
figure 5
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Now, here's our problem,
our gun is so accurate, we need to be able to shoot at an
enemy and if we miss by 1 millimeter, then WE MISS BY A
MILIMETER (FIGURES 6 & 7). The thing that we have to
keep track of is the speed that the game runs. We need to
keep the game running faster than any other 3D game. The
solution is simple, we developed our own proprietary
programming language that is dedicated to video game
development. You're probably heard other teams mention
ENGINES, basically our system generates the engine and the
fuel to run it at the same time.
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figure 6
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figure 7
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99% of developers use 'off the shelf' programs that they
build their games with. The problem is that these programs
are generic and are also used by people that write really
boring, slow, business software. They are not even close to
perfect for the job. The solution that most developers have
what they call a TOOLS department. This is important because
these TOOLS guys build you the weapons to fight it out with
your competitors.
What most developers do not realize is that it does not
stop with tools. Building your own hardware is also a good
idea, and in our case our even own LANGUAGE.
As all developers who read this roll their eyes thinking,
"What's the big deal about making a custom language". The
reason... If just your programmer programs the game, it
takes ages and only reveals the creative flair of that one
key individual. At Shiny our artists and designers actually
design the language so that as non-programmers they can
still build levels by themselves. To us, LEVEL does not just
mean a bunch of walls, every level in MDK is COMPLETELY
different, that has a lot to do with the team approach. The
result is a much faster created game with oodles of
creativity and a very close team.
Not that I want to bore you with all this technical
stuff. Its important if you want to understand what Shiny
does different.
Back to the E.C.T.S., the
other things I showed the editors was a thing called
CLIPPING. Many programmers follow the current train of
thought. When you have too much stuff on screen to display,
you need to THROW SOME AWAY and hope the player does not
notice. Great examples of this are MECH games and DRIVING
games. Have you ever noticed the fact that TREES in the
distance are not there once second and then BAMM they appear
as they approach you?. This is CLIPPING, (don't display it
for as long as possible then let it appear in a big glitchy
pop). Clever programmers came up with a trick called
FOGGING, a great example of this is "MAGIC CARPET". This
system means that anything that is in the distance
disappears into a bank of FOG. things still appear in a big
glitchy pop, but you cannot see it because of all the fog
everywhere.
At Shiny we have NO CLIPPING. You can see so far you can
shoot somebody a mile away. This was fun to demonstrate.
(FIGURE 8 & 9)
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figure 8
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figure 9
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The next big issue is SPEED. Most games on the PC use
really big pixels in LOW RESOLUTION to make the player think
the game is running fast. However, if you switch the game
into SVGA, high resolution with full detail, it runs like
molasses. So what is the response from the development teams
that write this stuff? - "ITS NOT OUR FAULT, ITS YOURS FOR
HAVING A CRAPPY PENTIUM PC". This is UTTER nonsense, the
thing that we have learnt after making dozens of games on
very weak machines is to make the best of what you have got.
The PC is bloody marvelous compared to the consoles and on
those machines slow is not acceptable.
So why do you the gamer care? What can we the developer
do to help?. At Shiny we care about the FEEL of the game, if
a game runs slow or jerky, the response to your hand is all
screwed up and an important gland in your brain goes YUK.
The solution is simple, the game should predict if something
really big is happening on screen that the program should
focus on the player and not the screen. Basically the game
should care more about the player than the screen. 99.999%
of developers have not realized this yet and continue to
pour all their attention to the screen.
How could they speed up their games? - What we do is to
play it over, and over, and over. Anytime it slows down, we
move things around, speed up the code, change the artwork,
WHATEVER it takes to keep the speed up. Basically it is just
a lot more time consuming, but it makes a much better game.
Another thing that we showed at ECTS is our approach to
SECRETS. In console games you have to earn secrets, you have
to work out interesting things to do to give you access to
hidden or seemingly impossible places to reach. A true
secret should not be relied upon to finish the game. However
it should give the player who finds a solution a really good
pat on the back. MDK is built around this philosophy. You
can move objects around to help climb to secret places, you
can steal other peoples vehicles and use them etc... (FIGURE
10) Personally I hate things like secret invisible holes in
walls, that is an annoying secret to have to find, these
people need to buy a console big time!.
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figure 10
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I could go on and on, I feel like I am ranting a bit, but
I hope you can feel how passionate we are about making
games.
Next month, I will continue to discuss some more of the
stuff that goes on behind the scenes, that actually sets the
tone and FEEL of any video game that you play.
The next thrilling episode in the MDK diary's
(Murder he wrote, or typed to be more accurate.)
==========================================
This month has been a weird
one. One of our artists by the name of Bob Stevenson forgot
for a moment that he was indeed Scottish and decided to
emulate the burly surfers that live in our neighborhood. A
few moments after casting his puny body into the wild and
violent surf, the ambulance had to be called. Soon his
beaten and bedraggled body was swept onto the beach. A
stretcher was the only thing that he got to 'ride' that day.
A year later after sitting slumped in front of a
computer, the pain killers finally called it quits, the last
resort was the surgeons knife. If you think after all the
work he has done on MDK that he would not be squeamish,
you'd be right.
He died on the operating table. Nah, only joking. He is
much better now and has new white-knuckle hobbies like
floating in the pool with a beer in his hand. It's a hard
live over here in California.
So after that bit of drama, MDK is back on
track...
Last month I was harping on about how crappy some video
cards are compared to others. This was to help some people
understand what all the waffle on the boxes really means.
So, in the interest of supporting people that have bought
bad cards and are stuck with them... Do not fear!, we have
decided to finish the Windows 95 version of MDK early. This
will make it possible for people that have cards like the
Imagine-128 to really see what their card is really capable
of.
Basically we want the game to run around 30 Frames per
second on all machines and will be spending a lot of time
making subtle modifications to the layout of the game to
keep up this speed. (Moving things around, changing textures
etc...) This leads me to an interesting concept that a lot
of developers use. They program for low resolution ('Yorkie'
pixels - cause they are chunky), they think it makes their
code look more impressive. Their attitude is that high
resolution is not worth worrying about. The result is always
that their game looks cool in big pixels but runs like
molasses in high resolution. Here the developer has two
choices...
(1) Design the game so that it will run fast in high
resolution and make good use of the color and detail.
(2) Put in switches so that the player can switch off
graphics section by section until the game finally speeds
up.
Amazingly, many developers choose option number 2. That
totally sucks. We have chosen number 1, and are very pleased
with the results.
People who want to write low resolution games should
stick to the Gameboy. Only then will they appreciate what
the PC is actually offering them and begin to take advantage
of it.
This month in the game we have been concentrating on
enemy intelligence. This is VERY important, at E3 I talked
on a panel with Peter Molyneux on this very subject.
So, what does it mean to the gamer?. - When enemies are
attacking you, they come in droves, especially if you are
making a lot of noise. Like Police, they hide behind walls,
cover for each other, try to flank you etc... If you are
damn good with your gun when they are running and diving for
cover, one shot to the head will take them out. Otherwise,
they might just take a flesh wound. This is where it gets
interesting, today we have it so that each enemy has his own
personality....
(1) If he sees you winning he might run away.
(Chickenability)
(2) He might fall to his knees and plead for his life.
(Whimpability)
(3) He might dive to the ground covering his head and be
visibly shaking with fright. (Fun!)
These sorts of reactions are just not something that you
have experienced before. Gone are the days of just shooting
something and them disappearing in a puff of smoke.
It gives you a feeling of this all being a lot more REAL
than you are used to. This is not hype, it is just a bunch
of console guys doing what we enjoy doing. By the time we
are done, the game should give you a good feeling why PC
games are actually better that console games. Instead of PC
games trying to be console games.
At the minute, we are getting ready for the first public
showing of the game at the ECTS show in London. We have a
lot of motion capture to get ready in time (enemies begging
etc...), we also are constantly adding moves to the main
character Kurt. For example, if he falls a long way, you
will see him land REALLY hard on the floor. This is why we
chose to make a game where the lead character is out in
front of you. So you can see him take hits, so you can see
him suffer when you screw up.
At the show we will be letting the public play some of
the different areas. We will listen to the comments and tune
the game accordingly. One thing that is really fun and is
still to come during the development of MDK is the focus
testing. This is where we get to sit in a room hidden behind
mirrored glass and watch about 80 gamers play under our
watchful eye.
Because we play our games EVERY DAMN day. We get really
used to every part. We know where we are going and never do
something 'strange'. This is where the focus tests excel. It
reveals clearly that hardly anybody reads instructions,
hardly anybody reads on screen messages, hardly anybody
watches intro's more than once. These are very important
things to know and usually cause people to get REALLY stuck.
Sitting behind the glass taking notes, we are able to make
those last five changes or so that take away about 90% of
frustration.
A lot of our competitors have never tried this. It was
something that Disney taught us.
Hollywood agents have already started calling Shiny, it
looks like we will get a MDK feature movie if we deliver the
game with the ideas we are promising.
Popcorn city here we come...........
The next thrilling episode in the MDK diary's
(Murder he wrote, or typed to be more accurate.)
==========================================
Before I start telling you about all the cool new stuff
for MDK....
Pull up a chair, let's talk
about the BIG picture of making these video game thingy's.
For those who think it is easy, lets start off by talking
about Wives, Girlfriends, Boyfriends (I am being politically
correct so this covers gays and lesbians also)....
Now I know that most programmers think that 'Star Trek'
is the best thing since sliced bread, the reason is because,
the guys in the show are portrayed as heros and occasionally
they even get to have sex with alien women. What more would
a lowly programmer want out of life?.
Back in reality land, in March we lure some poor
unsuspecting girl into our clutches, wine and dine them a
couple of times and then utter the immortal lines, "MDK
needs to be finished, 100,000's of people are depending on
us", see you after Christmas.
From that day forward, the stress of making a video game,
making it cool, making it on time and having to constantly
explain to your chick that they matter more to you than
video games is REALLY damn hard. So I would like to publicly
apologize to the spouses of my team members to say SORRY on
behalf of all the future MDK players. But the game must go
on.
Now, for the gamers that
think that we have concentrated too much on violence and
death, rest assured. We are having a lot of fun making this
game, it is rich in gameplay. There are also a lot of gag's.
Basically the magic happens whenever you play a serious game
and then see something funny, it is like a sucker punch. It
is so much more enjoyable. Too much action sucks, too much
humor sucks, the balance is what Shiny is concentrating on.
Last week I showed 50 magazine editors MDK running, I
have many "QUAKE KILLER" quotes and they loved the boss in
the straight jacket riding the exercise bicycle.
One really cool feature that we have in the game is the
fact that enemies have EYES. ("So you can shoot them out", I
hear you say?). Nah, well yes, but if an enemy is up high on
top of a building and is looking your way when you happen to
step out of the shadows, then through our "ADMIRAL" engine
you will see all the enemies that are around you take it's
directions, close in and kick your butt. So, the strategy is
to scope out an area, keep out of view, find sentries up
high and take them out. That's why we are giving you the
most accurate weapon ever seen in a video game after all.
Another level that I have
not talked about is the FREEFALL section. Basically before
you start each city, you must jump out of a perfectly good
spacecraft, fall at about the speed of a bullet and land on
a moving enemy city. Whilst you are doing this the city
radar sweeps around the screen trying to spot you. Your job
is just to avoid the radar and arrive in the city
un-detected. (Or else you will have a welcoming committee.)
If the radar sees you then a whole bunch of missiles are
launched, then you have to avoid all the missiles and the
radar. (Gulp!) Now here's the tease, when you jump out of
the spacecraft, all your really cool supplies and weapons
are also thrown out. As you fall you can collect these items
that are falling with you, however that makes it REALLY hard
to avoid the radar, then the missiles (you get it?). So if
you take the easy route and ignore the falling items, they
will land all over the city. If you want them now you will
have to find them. Basically for the gamer this gives a
really nice way to start the level, if you play well you
come in gun's blazing, if you are pooh, then you had better
land running.
The latest thing coded in the game is the bullet view
cameras. Basically when you fire a sniper bullet, it flies
across the city. Behind it a camera follows and the display
on the top of the screen shows it's progress. (Right through
the brains of the enemy). The groovy part is that you can
pick up homing weapons, if you fire a homing weapon, it too
has a camera attached, this means that if an enemy is behind
a wall and out of sight, after firing, you can watch your
bullet chasing him to his death. (Very satisfying).
IMPORTANT:
The last thing that I want to mention is that many PC
gamers have been totally ripped off by some of the terrible
video cards that are currently on sale. Making a game for a
machine that can be crippled by a bad decision is sad for us
because you are not getting to see our game in it's full
glory. Having to turn off detail in a game totally sucks and
in some cases can be avoided just by making an informed
choice when it comes to your video card.
Basically here's the problem. Video cards operate
differently when some games run verses games written just
for Windows 95. Video card companies develop their cards to
speed up Windows and many seem to forget that gamers have
another VERY important use. (Fast game rates).
On the boxes when they mention "BLAZINGLY FAST" they mean
that when you edit spreadsheets on this fancy/expensive card
Nigel Mansell eat your heart out. If you are running any
decent action game you are totally screwed.
In our tests we have found some cards 10 times slower
that others, basically you can cripple a Pentium 166 to
below a Pentium 90. I know cause I was ripped off.
I am not advertising any product, but if any magazine
does a comparison of video card speeds, check it out. Nearly
every card in Shiny is a
Matrox MGA Millennium.
Diary - The MOCAP (Shiny's motion capture system) and
an Interview with Shawn Nelson the MDK MoCap guru.
==========================================
With gamers demanding
ever-greater levels of realism, more and more developers are
turning to `Motion Capture' - the science of translating
real-world movement into computer animation. Basically, the
hard part is getting your enemy to look like he just had a
agonizingly painful death by recording the movements of an
actor. Shiny Entertainment gives you a first look at their
own Motion Capture system.
So what sort of qualifications do you need to
understand this stuff?
After obtaining a Bachelor's degree in sculpture at the
San Francisco Academy of Arts, I went to California
Institute of the Arts in Valencia for a year. From there, I
was drafted to University of Southern California where I got
a Master's degree in computer animation.
What about normal life kinda stuff?
I collect toys, especially the Spawn line-up and enjoy
cartoons like "The Tick". I don't always watch Star Trek but
know all the characters by heart. I love boogie-boarding and
soccer.
How long have you been interested in Video games?
I started playing video games on a state of the art Atari
VCS 2600 with Missile Command and Gauntlet. Next came a Sega
Genesis, a Macintosh, an SGI and a PC.
So, what's so hot about a Silicon Graphics machine
besides it's funky color and hefty price tag?
It's the only machine that is powerful enough to run the
software that I need to use. I started with Softimage 2.5
and 3 and Power Animator 6.0. We are now using The
Alias/Wavefront Power Animator 7.01.1 with a bunch of
plug-ins like MS3 (Motion Sampler 3), Composer & Studio
Paint 3D. So I canceled my company Ferrari order and bought
the $135,000 setup.
Is it easy to get machines like that working?
No way. I spent HOURS and HOURS and HOURS on the phone as
I tried to get the calibration of our main character just
perfect. Each time I though it was right, our actor would
put his hands on top of his head. Looking back at the
screen, one arm might end up on the floor, the other might
stick out of his mouth. It was SO frustrating, then suddenly
it all worked, the settings were perfect. Time to make a
game.
What is Motion Capture ?
Motion Capture is a system where you put censors on an
actor, he moves around within a projected magnetic field.
The 3D point/space coordinate information is then translated
to the data format required by your software. In other words
animating skeletons via joints that you then lay the skin of
the final character onto. With motion capture you animate
from the inside out.
What is good about it?
You can record hours of animation in hours. If you make
animation by hand with a pencil like Disney it takes years
to make hours. So basically we get much more movement than
an artist ever has time to draw. All the subtleties are
there, the joints work like real joints and most
importantly, you can FEEL the weight of the character as he
performs his moves.
What is bad about it?
Basically it kind of restricts you to humans or animals.
If you want to motion capture a Shark, then you are in a
world of hurt, literally. If you have a twenty legged
monster that you need to do back flips then you had better
hope you have a great pet store near your office. (I suppose
you could tie 10 actors together, Grin.)
What restrictions are there?
Space is a big thing. I had to built a stage to cut down
the magnetic interference from the steel bars that were in
our concrete floor. That coupled with the cables tying the
actor to the main computer restricts his movement big-time.
It hurts the actor if he does a dive and lands on the
umbilical cable link, but I don't care about that. Grin.
How many frames per second do you get with Motion
Capture ?
A conventional Motion Capture system uses up to 16
censors but we only used 11. Polhemus, the company that
makes the MoCap system says it's suppose to record at 50
frames per second but it only does 48. The silly part is the
Alias software can't take more than 30 frames per second.
Although the data is sharper thanks to the 48 frames per
second, we can't read it all. From that point on we give our
data to Andy so he can work his programming magic.
Is Motion Capture the future of video games ?
More animation, more movements, more move options, ten
times as much animation, I think it's a good tool towards
the future of video games. But remember, I'm a traditional
animator first and you'll never get rid of us.
Here we go...
The latest thrilling episode in the MDK diary's
(Murder he wrote!)
==========================================
The big question these days
is "What does MDK stand for", I think it stands for "My
Diary something beginning with K".
So what have the Shiny happy people been up to? Following
the Spring ECTS exhibition in London, England. The Shiny
(jet-set) team flew back to the Baywatch sunny beaches of
Southern California, all greasy after feasting out on the
majestic English delicacies like Fish & Chips and
Bangers & Mash with loadsa gravy.
The next show was E3, in Los Angeles, California. The
only video game exhibition where it makes sense to carry a
gun.
This time the people who order video games for the mega
huge chain stores get a chance to check out all the latest
and greatest games in a comfortable intimate setting. (Or at
least that is the idea - never mind the fact that it is
about 110 sweaty degrees, you have to walk miles to find who
you are looking for and the whole time you are walking you
are getting blasted with 500 decibels of beepy music blaring
from 50 surrounding games).
These kind Buyers generously give you THREE minutes of
their time during which you have to convince them that 'all
the planets have aligned' and formed the PERFECT video game
which happens to be the one you are demonstrating right at
that very moment.
Between the buyers, in stroll the game magazines from all
over the world. They are a lot more skeptical about planets
aligning and so they say really provocative things like
"Prove it" or even worse than that, the immortal words that
strike fear into the hearts of developers "Arighty, show me
it then".
Now the end of the project is drawing near (the string
has been pulled on the guillotine), the big mothership of a
show, the grand ECTS exhibition in London, England,
September 8-10 is about to hit town. For this we need to
prove that all the crazy MDK mega-hype is actually justified
OR find a VERY good hiding place considering the fact that
the game has cost MILLIONS of dollars to make.
Back at base, we have been working around the clock and
have even hired in an extra 3D guy to write the blood code
and a bunch of other groovy stuff.
Is anything working? Why are other developers saying MDK
is not real and is just a video? Why did the buyers say
"HOLY S@#T, THIS IS THE BEST GAME OF THE SHOW?" Why do press
call most 3D games the same but MDK original? What is the
deepest ocean in the world? All important questions, and
they will be all be answered in the coming months of "MURDER
HE WROTE"....
Lets start with (1) Is anything working?
* When the main character puts on his mega accurate
helmet, you see down the high-tech barrel. The ZOOM is
controlled by the player and you can enlarge an enemy from
one pixel far away in the distance right up until his face
fills your entire monitor screen in PERFECT detail. The
accuracy is so good that you could easily shoot him in the
eye when he is over a mile away. (But don't expect any Nobel
Peace Prizes for the rest of your life).
* We have non-clipping worlds working, this means that
there is no visual pop-up of scenery. When you play games
like Daytona, you can see the scenery being built up just
ahead of you, this is because the hardware has a problem
handling the whole world at one time. In MDK you can see
across an entire city, with no buildings disappearing. It
makes the whole feeling of the game much, much more solid
and real.
* In the next diary I will be talking about the unique
intelligence routines that are used to control the enemies.
* We have created our own 3D sound system, basically this
means that you will hear bullets wizz by you. It will also
make it easier for you to pin down proximity droids. When
you inflict major pain on a distant enemy you hear it's
horrific death scream as if it was actually far away. (This
gives the player a really nice warm eerie feeling).
* We have true polygon collision detection working.
Sounds pretty boring stuff, but just let me elaborate.
Basically,
Z= Y * LOG(32)+47/TAN(95.47) + COS(X*Y) + SIN
(3.141592654)
Only joking, imagine if we can shoot a bullet a mile and
ping somebody's nose off (which we do have working by the
way) it goes without saying that MDK needs one of the most
accurate systems ever made for knowing which bits hurt most
on an enemy. We now have it so accurate you CAN shoot a
bullet BETWEEN AN ENEMIES THIGHS and JUST miss your target
by a millimeter. At Shiny we have never had such cool stuff
before to build a game from. (The camel dung in Aladdin is
now a distant memory).
* We have blood spurting (Well come on, don't start
giving me a hard time, it's MDK after all.)
* We have absolutely SEAMLESS real-time loading working
so that each arena in the game is a full memory load (8
yummy Megabytes at a time). When you walk from one
highly-detailed area to another, the new artwork just keeps
coming and coming and coming!. Gone are the days of
"LOADING-LOADING-LOADING". Let's all bow down to the
invention of compact discs.
* We also have a juicy secret which I will reveal in the
next diary. No, not the one about the 7-UP and me being
caught naked at ECTS.
MDK Diary - part 3
"ANDY ASTOR INTERVIEW"
==========================================
Who are you and what have you done ?
I'm Andy Astor. I have a Computer Science Degree from
Brown University and over 10 years working in developing
computer aided design and engineering software for
automotive and aerospace companies like General Motors and
McDonnell Douglas. I also worked at Virgin Interactive on
tools for Aladdin, Robocop versus Terminator and others.
I've been with Shiny since the start and worked on Earthworm
Jim, Earthworm Jim 2 and Earthworm Jim Special Edition. I'm
now the lead programmer on MDK.
What video games do you like ?
I really love Command & Conquer, Warcraft 2 and Duke
Nuke'm 3D because they're great multi-player games and I
like playing against an intelligent opponent. I also enjoy
the single player game.
What programming languages are you using for MDK ?
C and assembler. In MDK, 75% is done in C and the other
25% is assembler . We created our own 3D engine to allow us
to get the best performance and capabilities out of the PC.
The engine is true 3D with a perspective correct texture
feature. It also runs in high resolution. It's not so much
programming as design that's fully taking advantage of the
memory capacity of the PC versus consoles.
How did you go from a 2D environment to 3D ?
My experience both in college and in computer aided
design was all 3D stuff so I already had the background
knowledge. I also give credit to all the books that are out
there and the game developer magazine. A lot of the
difference is in the performance of the machine. The new
machines are a lot faster. This let's you create much more
complicated AI gameplay. For example in MDK, the aliens are
aware of what's happening to each other and react
accordingly. Commanders will direct their troops in
coordinated attacks but if you kill the commander the
coordination will be disrupted. Aliens may also come to the
aid of injured buddies.
What's your favorite feature about MDK ?
The AI and the ability to zoom in and out to observe
enemies from a distance. With the memory we are dedicating
to high resolution textures when you zoom up on a enemy it
still looks crisp and doesn't get pixely.
What does MDK stand for ?
Million Dollar KO
MARTIN BROWNLOW INTERVIEW
==========================================
Who are you and what have you done ?
My name is Martin Brownlow. Before coming to Shiny I
worked at Virtuality, writing virtual reality arcade
machines such as Virtuality Boxing and Buggy Ball.
What video games do you like?
My favourite games at the moment are Virtua Fighter 2,
Terra Nova and Warcraft 2. I also like the XCOM games and
anything by Geoff Crammond.
How does your experience in virtual reality help you
with MDK?
Virtuality uses a set 3D engine which the programmers
weren't allowed to touch - any changes we wanted had to be
requested, approved, explained to the guy writing the
graphics engine and budgeted and could take anything from a
week to a few months to come through, so we had to
concentrate on the getting the gameplay right. This in turn
helped us to become very proficient at moving things around
realistically in 3 dimensions. For instance, Buggy Ball has
the most accurate car and ball dynamics I have ever seen in
an arcade game.
You're currently working on improving the frame rate
in MDK. How do you go about that?
The first task is to isolate exactly where the program is
spending all of its time. Usually you would use a program
called a profiler for this. After running the profiler, you
basically get a list of how much time the program is
spending in each part of the program. I would then go away
and look at each of the sections of the program that it
spends a significant amount of time in (there's no point in
improving a section of code that the game only spends 1% of
its time in, since even cutting execution time down to 0
will only get you 1% of the game's time back). The first
thing to look at is whether or not the program section is
written in the right way (there's more than one way to skin
a cat - and some will take significantly longer than
others). Then you see if you are recalculating things that
are constant (for instance if you are combing your hair, do
you put the comb down after each stroke, look for it, pick
it up and do another stroke? Or do you realize that the comb
is still in your hand?). Finally, you go down to the machine
code level and rearrange instructions to make the best use
of Pentium processor instruction pipelining.
What else do you do on MDK?
I recently implemented improved explosions - pieces of
what was shot now fly every which way when it blows up, some
trailing smoke, and the pieces bounce realistically off
walls and floors. It is now even possible to shoot an
alien's arm off in sniper mode and watch the arm come off
and fall to the floor - although whether or not we'll make
it twitch when it comes to rest is a matter of taste. I also
just wrote the 3D sound system which includes stereo sound
positioning and the doppler effect (imagine a car going past
you - its noise changes pitch as it gets nearer). Also, when
you're in the sniper view, the whole of the world's sound
characteristics change so that you can only really hear what
you are looking at - things at the edge of your view are
quieter than things in the middle - and as you zoom in to
the aliens, their noises become louder.
What machine will consumers need to have to run
MDK?
We're aiming for the game to run well on any Pentium
machine. Obviously, an SVGA card is needed (since the game
runs in 640x480 as standard), and the better your SVGA card,
the faster the game should run (MDK will make full use of
any linear frame buffers and advanced palettes your SVGA
card has). The final game should also support some 3D
accelerator cards. Interestingly, since the game contains no
FMV, the speed of the consumer's CD drive is unimportant -
the CD is only used to install the game and to play any
standard CD audio we decide toput in the game, so a single
speed CD ROM will suffice.
What does MDK stand for?
Obviously, MDK stands for Massive Dollops of Ketchup, and
don't let anybody tell you differently
MDK Diary - Part 2
" Nick Bruty Interview " June 10, 1996
==========================================
1 - Who are you and what have you done ?
My name is Nick Bruty, I am on the board of Directors at
Shiny Entertainment where I am also Art Director and Team
leader for MDK. I have been making computer and video games
for 11 years now with over 30 titles to my name. My most
recent game include Alien3, Aladdin, Jungle Book , Ewj 1+2.
2 - What kind of games do you like ?
Well my list of favorite games goes like this, Tie
Fighter on the PC ( I can't wait for Tie vs. X-wing
multiplayer ), Sega Rally or any multi-player racing game
where I can BEAT Nick Jones.
3- Where did MDK come from ?
When I'm working on concepts I tend to listen to Film
soundtrack's as they tend loosen up my imagination, and I
start visualizing action scenarios in my head that I would
like to see if I was watching a movie and that's how I first
imagined the main character Kurt with his gun attached to
his face freefalling into an alien city.
4- What's it based on ?
It's not really based on anything in particular, I don't
like copying somebody else's ideas because there's simply no
fun in doing that. The reason I make games is because I have
the freedom to create entire world's and character's and put
that vision into product without it being interfered or
tampered with.
5- How long has MDK been in the works ?
I started putting the concept together back in December
but I didn't have a complete team at that point, so the game
didn't really get started until mid January which is why we
only ran a Demo at E3.
6- What makes MDK different from Doom or Duke Nuke'm
3D ?
Firstly it just doesn't look or play like those games.
MDK is a true Hi-res 3D world. All the first perspective
games currently on the market tend to look like they were
made with the same engine, which most are.
Everything looking very angular with lots of
monochromatic gray walls, where MDK is full of colorful
Hi-res textures that aren't repeated in every area you go.
Also there are simply many more game mechanics and more
control over your main character. By putting him physically
in the screen we can make him interact with the background
much more effectively, so all the mechanics we have learned
doing Aladdin and Earthworm Jim can be brought into MDK..
7- How is your experience in platform games suppose to
help for MDK's network game design ?
Well multiplayer games that have you facing off against
each other pretty much write themselves, your basic
ingredients are a good arena, guns and fast 3D. Its actually
requires more design effort to make a 1 player platform game
like Jim 2 fun. Jim has twice as many mechanics as Doom or
Duke Nuke'm.
8- Can the game be done in less than a year ?
Yes, with good planning although nobody seem's to believe
me. I'm constantly amazed by the amount of games that run
past their deadlines, some that are even up to 2 years late,
when you play these games do they feel like 3 years of
gameplay has gone into them, more likely 3years of graphics.
I have a simple philosophy for making games on time and that
is to know how to finish it before I start making it.
There's never a point in the game development where I'm
wondering what to do next. It doesn't mean that things can't
be flexible and change but you should know what your doing
especially if your leading the team.
9- What does MDK stand for ?
There's been some speculation about the name but I'd like
to clarify that MDK stands for MY DOG KEN
MDK Diary - Part 1
"MDK, an update" - May 29, 1996
==========================================
Shiny Entertainment is
located a mile north of main beach in Laguna Beach, sunny
California. Being right beside the coast, the water here is
filled with excellent surfers. Because the MDK team is
actually mostly British, believe me, they are no threat to
she locals when it comes to skill and style in the waves!
Nick Bruty (MDK Creative director & Shiny board
member) was born in Kent, England but insists that he is
half Scottish (especially after seeing Braveheart!). He also
happens to be the walking "Hollywood Reporter" here at
Shiny. Basically, he is a movie fanatic!
Bob Stevenson (Senior Artist) comes from St. Andrews,
Scotland and does a good job of reminding everyone 150 times
a day.
Our 3D Artist and Motion Capture guru is from Mill
Valley, California. He is relentless, and gets stuff done
that others just talk about, no matter how much work it
entails.
Tim Williams (Lead Designer) is from Linfield, England.
Many American women love the English accent, his `special
move' is to combine it with poetry. They become putty in his
hands!.
Live from Mansfield, England, we just welcomed Martin
Brownlow (Senior Programmer). Everyone that moves to Laguna,
we warn to wear suntan oil. They all ignore the warning,
they all get burnt!. One week later, he looks like a red
puffed up marshmallow. Luckily though, he didn't find the
local nudist beach!!!
From Scarsdale, New York, Andy Astor (Senior Programmer)
is the best cook in the house. He has worked with David
Perry since the Cool Spot days. Andy programs so fast that
he uses two keyboards. (Really)
To start the project Shiny had to create a design video,
this was made using an art package on the PC called 3D
Studio. It clearly showed the way the game would look. (For
fun, the guys put a really horrible looking platform game on
the video first, just to see the reaction on the
unsuspecting publishers face!).
Making a video killed four birds with one stone..
(1) It saved typing a 200 page description of what the
game would look like.
(2) It made fun of the publisher (which is always fun).
(3) It saved trees.
(4) The graphics where finally just used in the game
which gave a great push-start to the project.
This video was shown to
`Next Generation' magazine here in America (the sister
magazine for `The Edge' in England). Next Generation visited
Shiny and gave MDK the cover and previewed the game concept.
Back in England, `The Edge' was not convinced that the
game could run on the PC. So the MDK team flew to the ECTS
show in London during April, 1996 and gave the first sneak
preview of MDK actually running.
Jason Brookes, the Editor for `The Edge' magazine then
printed : "The realtime graphics, surprisingly, have a
fairly close resemblance". Shiny returned to America happy.
Since then the game has only looked better and better!.
Everyone was amazed that such a small team could put
together their first PC game in only two months.
MDK's second appearance took place behind closed doors on
the Playmates Interactive stand at E3 in Los Angeles. The
game was only 15% done at the time, however feedback at the
show was excellent and inspired the team to keep up all the
late nights.
The response was so good that Jerry Madaio (the
Director/Senior Buyer for one of the largest dedicated
video-game chains in America) said MDK was his favorite PC
game of the show. Again the team was inspired.
Now working flat out again, MDK's big launch (when people
can play the game) will take place at the next ECTS show in
London from September 6th to the 10th. In the meantime,
Shiny is currently designing the MDK teaser adverts that
look like "Coming Soon" movie posters. They will inform the
public on how many minutes are left before MDK actually hits
the shelves.