Liight -- WiiWare title that got its start in B3D

Miscellaneous Forums/General Discussion/Liight -- WiiWare title that got its start in B3D

Hey all,

The game I've been developing for the past few months was just announced "officially" today, and I thought I'd share the backstory.

In about 3 months, I used blitz3d to develop a prototype of this game, including support for the wii remote so that we could pitch it as a wiiware title. (I did the dev, and the design & art came from Nick, the founder of Studio Walljump (http://www.studiowalljump.com)) Lo and behold, we got approved to be Nintendo devs, and soon (fingers crossed!) Liight will be coming to the Wii on WiiWare!

This game was a joy to code up in blitz and it was really my first major (and finished) undertaking. In just about 3 months of (very) part time work, we were able to complete a prototype that drew all sorts of excellent attention and no doubt played a huge part in getting us "in" with Nintendo. Because of the flexibility and ease of coding in blitz, I could make tweaks and develop features in the proto in a half hour that would take days on other platforms.

Anyway, thanks to Mark for such an excellent product, thanks to these forums for lots of excellent support (the best I've found anywhere on the net!) and I hope all you Wii-owning blitzers will get a chance to play it when it comes out!

http://www.wiiware-world.com/news/2008/09/studio_walljump_announces_liight_for_wiiware


Now if only Blitz3d could compile to the wii... now THAT would be something :) As much as I've enjoyed doing the dev on the wii and llearning how to code all over again, I sure do miss my blitz!

best,
roland

Congrats, although I imagine having an ex-ninty artist on the team helped? ;)

Congratz {;-)

Write a converter for B3D -> C, using libOGC. Although, C is the language used for homebrew, what language is the official stuff in?

Awesome!

Hey guys, thanks for the replies...

@Big10P -- yeah, the nintendo connection was really amazing. I do think that the advantage of having a completely playable prototype (which apparently was far more polished and complete than they were used to), as well as the ability to really test and refine gameplay quickly and easily made a huge difference. Because of how simple Blitz is to work in, we were able to try completely new features, then tear them out when they didn't work, etc.

@Plash -- I think that this would probably be a worthwhile endeavour, but it would be a huge project. Pretty sure you can use C, or C++, depending on what your preference is, but C is more common. We are actually using some middleware to simplify the development process and that has been a Godsend. Still really complicated to try to get the development on the PC to match the Wii though.