With
Southpark: Chef's Luv Shack
, we were given the daunting task of
creating what was essentially a gameshow-style trivia game and an arcade
classics collection, written for 4 different platforms...PC, Playstation,
Dreamcast, and N64. Worse, we were given a grand total of 8 months to do it
in. And as a final caveat, Isaac Hayes (Chef) and Matt and Trey couldn't
record the audio samples for the game until just a few weeks before we were
supposed to turn over. We were getting really stressed...so the
powers-that-be decided, as a time-saving measure, to give the axe to the PC
version. It wasn't running very reliably at all, and no one was going to
have time to fix it. At the time, it was relying on an old (circa DX5)
version of Direct 3D, and crashing frequently.
Early on, I had written a complete Southpark-esque animation tool, which I
called
Spanim.
The backbone for Spanim was Fastgraph, and every animation
in the game (on all platforms) were created using this tool, including the
really neat music video intro by the talented Mr. Gregg Hargrove. After
seeing first-hand how quickly I created Spanim, I was able to convince
management to let me port the game engine to Fastgraph. I told them we
could have a version that didn't require 3D hardware and would run
reasonably well on low-end machines. The port was up and running within a
week, and I would spend another 3-4 weeks optimizing buffers and such as
best I could. In the end, that game ran on a P133 with 32 megs of RAM.
Although the game doesn't exactly "sizzle", it is NOT the fault of
Fastgraph, our "game engine" was designed for doing front-end menus, and was
woefully inefficient as it was. But it shipped on time and was very stable
on all platforms.
Without Fastgraph, we would not have had a PC version of the game. The
support from Ted and Diana was above and beyond the call of
duty...especially since my calls sometimes came, uh, rather early in the
day. With the new features in Fastgraph version 6, it's become a truly
inspirational tool. I look forward to using it in most all of my future
projects.
John Nagle
Programmer
Acclaim Studios, Austin
|