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Vicious Engine Available for Wii Developers

March 1, 2007, 11:46 am EST
Total comments: 11

New middleware tools announced.

Vicious EngineĀ® Joins The WiiTM Third Party Tools Program

Vicious Cycle Announces One of the First Middleware Solutions For Wii

CHAPEL HILL, NC - March 1, 2007 - Vicious Cycle Software Inc. today announced that the Vicious EngineĀ®, the company's powerful middleware solution for cross-platform development, has joined Nintendo's WiiTM Third Party Tools Program.

The Vicious Engine is a middleware solution for creating games across multiple platforms. The tool's ease of use and wide array of features separate the Vicious Engine from the competition as an approachable technology that does not require a large staff of full-time programmers to maintain.

"Wii is a remarkable platform with boundless potential," said Eric Peterson, president of Vicious Cycle. "As a Wii middleware solution, the Vicious Engine will provide developers with a practical approach to exploring the unique and creative possibilities of Wii. Our technology allows developers to focus on what makes Wii special-fun gameplay and innovative peripheral integration."

The Vicious Engine's capabilities allow developers to create games with ease and speed while still delivering top-notch quality. Point-and-click scripting, Wii RemoteTM and Nunchuk integration, intuitive AI (Artificial Intelligence) development, straightforward platform conversion and the ability to powerfully render complex, dynamic scenery efficiently are just a few of the many features of the Vicious Engine.

Talkback

I just realized that there was probably an entire new market opened up for middleware and engines geared specifically at the Wii and related consoles (PS2 and PSP). With the big guys like Epic focusing all their attention on Unreal Engine 3 and high def stuff, new companies can make their name in the less ambitious but but focused on efficiency, cross-platformability, and ease-of-use needed for Wii development middleware.

~Carmine "Cai" M. Red
Kairon@aol.com

that Baby guyMarch 01, 2007

I agree. Smaller developers that need wider initial profit margins to start up certainly see the Wii, PS2, and/or PSP cross-platform approach as a great option. My biggest fear is that the remote becomes a gimmick, not expanding gameplay in these games. I suppose that everyone has those fears, though. It almost makes one wonder if the winners this generation will be the Wii, 360, and PS2, especially if the Wii's 3rd-party games will appear on the PS2 as well.

NinGurl69 *hugglesMarch 01, 2007

So this means there's no excuse for crap 3rd party graphics, right?

No. This just means crap games with crap graphics should get easier to make.

~Carmine "Cai" M. Red
Kairon@aol.com

NinGurl69 *hugglesMarch 01, 2007

Then I should announce my collection of 108 minigames featuring 2-color 3-polygon graffix.

I'd hit it.

*looks away from Pro666's avatar*

What?

~Carmine "Cai" M. Red
Kairon@aol.com

that Baby guyMarch 01, 2007

Quote

Originally posted by: Professional 666
Then I should announce my collection of 108 minigames featuring 2-color 3-polygon graffix.


I hope this includes "Flip Circle!"

NinGurl69 *hugglesMarch 01, 2007

Sorry! I don't have enough polygons to support such an atmosphere!

that Baby guyMarch 01, 2007

Yes you do! One color circle, one color square, you control square with wii-mote, and go under circle, then twist your wrist! You have 1 polygon to spare! It's a game!
If you package it as an exercise routine, you can't go wrong!

KDR_11kMarch 01, 2007

But that would require alpha test!

CericMarch 02, 2007

I think in the end you need a much more efficient engine for the Wii to wrench out the graphics people expect.

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