Real-time, in-place editing with no waiting or compilation
All tools let you work with final results in front of you. All tools hot-load into the game as well so if you save your work while the game is running, you can see your changes in-game.
Lua script based for the same reasons - add new weapons or game elements while the game is running.
Keep dependencies between systems to a minimum to allow them to be used independently and in novel ways
Allow content creators to work the way they want to work - don't impose a specific pipeline or workflow
Last week, UWE held a ModJam. Five days, three teams, three games: All using the Spark Engine. You can read daily updates from the jam here - Monday, Tuesday, Wednesday, Thursday, Friday. Today, we sat down to think about what went wrong, what went right, and what is going to happen to each of these mods.
First up, what's happening with the mods! You will be able to play them very soon. At the start of the modjam, we decided to use an internal build of NS2 that is not yet public. That build is currently being playtested and prepared for release. It is scheduled for release on Thursday, though such is the process of releasing builds that we cannot be sure. Once it is released we will put all three mods up on the Steam workshop, and you will be able to play them to your hearts content!
Of course, they are not quite finished. So far from finished in fact that the real fun that will come from their release will be what you choose to do with them. Along with the Steam Workshop release, we are going to release the mod source code. Hopefully, some clever community modders will take on the challenge of turning a mod like Last Stand into a game that really shines.
During ‘meetings,’ this dooverwhacky connects those in the UWE office to those around the world
During the jam, many of us in the San Francisco office spent lots of time working closely with those offsite. This was a wonderful experience, as distance can sometimes be a barrier to collaboration. By using tools like Teamspeak and even Twitch.tv, offsite programmers, artists, mappers, and designers could fully participate in the jam.
Small game developers like UWE typically encourage people to be ‘T-shaped,’ which is a fun way of saying: ‘Be very good at one thing, but understand and be effective at lots of things.’ This philosophy is amplified during a jam, when people have the opportunity (and are encouraged by their peers) to dabble in areas of development they do not normally participate in. For example, programmers creating levels, designers creating game code, or artists designing games.
A verbose and corporate way of describing this situation would be ‘multidisciplinary cross-pollination.’ When people better understand what their team-mates are doing, they can work together better. Programmers that understand the workflow of artists can build better tools, and artists that understand the limits of code can create better art. The process also breaks down the traditional programmer / artist / designer / other divides, that can appear outmoded and inefficient at a small, nimble studio like UWE.
Spending a week using our own mod-tools has alerted us to some of their weaknesses. They work well, and work fast. But there are areas where they can cause frustration to modders. Now that we are aware of the problems in the mod-pipeline, we can make changes to the Spark Source Development Kid (SDK) to make creativity easier. Everyone had a blast during the ModJam and we will no doubt have more of them, each time learning new lessons and become better at making games.
Updated 5 days agoReleased Oct 29, 2012MultiplayerReal Time Shooter
Natural Selection 2 is the sequel to the popular Half-Life mod Natural Selection. It is built on our own engine and will be distributed through Valve's...
Is this easy-on-the-fly modding of the game code in LUA the reason for the poor performance? It is impressive how fast you can develop using this, anyway.
- the full c++ source code?
- if so, is everything well documented?
- are shaders gonna be supported? if so, will there be a visual shader editor or something like that?
we are really interested in the engine, but i couldnt find any information about the mentioned points :(
Spark is still in development so its currently not got an licencing plans in place yet nor would the be much documentation written. The main focus is Natural Selection 2. untill that project is compleated you may have to hang on for a short while.
Shaders are supported, they can be dropped in to a mods shader folder.
There maybe some limitations but something like --Post Bloom-- I was told would be very easy to add.
There is currently no shader editor that i have seen, Not taken an interest in it just yet but they have a shader compiler as well as a number of other mini tools that are currently automated by their Builder.
Is this easy-on-the-fly modding of the game code in LUA the reason for the poor performance? It is impressive how fast you can develop using this, anyway.
This is an awesome engine, and the editor truly an ease to work with. Would be great to see real time radiosity implemented. Keep up the great work.
For anyone who wanted to know it is made in Lua
Is this engine made with XNA with C# or was it made with with C++ because I've seen multiple videos of people saying it's made (one of the 2 above)?
It's coded in C++. Unknownworlds.com
Man, I hope this engine gets released soon :p
You guys should update this page. It'd be cool to have the Natural Selection 2 Beta Trailer on here. :)
when licencing the engine, what do you get?
- the full c++ source code?
- if so, is everything well documented?
- are shaders gonna be supported? if so, will there be a visual shader editor or something like that?
we are really interested in the engine, but i couldnt find any information about the mentioned points :(
Spark is still in development so its currently not got an licencing plans in place yet nor would the be much documentation written. The main focus is Natural Selection 2. untill that project is compleated you may have to hang on for a short while.
Shaders are supported, they can be dropped in to a mods shader folder.
There maybe some limitations but something like --Post Bloom-- I was told would be very easy to add.
There is currently no shader editor that i have seen, Not taken an interest in it just yet but they have a shader compiler as well as a number of other mini tools that are currently automated by their Builder.
the most awesome thing ever