Vicious Engine design for FPS controls on the Wii
For the uninitiated, the Vicious Engine is a game engine which offers rendering, sound, networking, physics, game play scripting, and lighting in one package. Developed by Vicious Cycle Software (VCS), it has been ported on multiple platforms: Microsoft Windows, Sony PlayStation 2, Microsoft Xbox, Microsoft Xbox 360, Xbox Live Arcade, Nintendo GameCube, Nintendo Wii, PlayStation Portable (PSP).
The Nintendo Wii however, with its innovative control scheme, has the people at Vicious Cycle Software working on how to best implement their engine with FPS and third person games. So far, they have developed one that sort of works. Although those who have tried it have commented that it is a bit difficult to get used to at first, but gets much easier with practice. It’s interesting to note that all of the control scripts will be coded into the engine itself, thus allowing easier development of the games.
If this engine could be fine tuned, it could possibly be the dominant FPS engine on the Wii, but until then, we’re still waiting.
For the uninitiated, the Vicious Engine is a game engine which offers rendering, sound, networking, physics, game play scripting, and lighting in one package. Developed by Vicious Cycle Software (VCS), it has been ported on multiple platforms: Microsoft Windows, Sony PlayStation 2, Microsoft Xbox, Microsoft Xbox 360, Xbox Live Arcade, Nintendo GameCube, Nintendo Wii, PlayStation Portable (PSP).
The Nintendo Wii however, with its innovative control scheme, has the people at Vicious Cycle Software working on how to best implement their engine with FPS and third person games. So far, they have developed one that sort of works. Although those who have tried it have commented that it is a bit difficult to get used to at first, but gets much easier with practice. It’s interesting to note that all of the control scripts will be coded into the engine itself, thus allowing easier development of the games.
If this engine could be fine tuned, it could possibly be the dominant FPS engine on the Wii, but until then, we’re still waiting.