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Welcome to the IndieZen Community website
Indie 2.0 - Part 1 PDF Print E-mail
Written by Tony Richards   
Thursday, 13 March 2008 00:00
Long time no blog, but recently I've been having to choose between doing or talking about doing and I've been choosing the "doing" path.

So what's been taking so much of my time?

Around this time last year I had just finished Fractured Universe when I had a revelation.

Indie tool chains and game engines have been created by commercial game developers for commercial game developers.

The question that started this revelation:

"What tools and customizations do Blender, Milkshape, ZBrush, 3d Studio Max, Maya have that are specifically designed for Indie Game Developers?"

The same question applies to 3d World Studio, Quark, and even Constructor as well as Codeweaver, Torsion, L3DT and the list goes on...

So, what is it that Indies need that our counterparts don't need? What is it that these tools aren't providing?

First and foremost: We need content packs

Garage Games and a few others have done an excellent job with current technology publishing great content packs.

The problem is with that key phrase current technology.

What help do existing products give in producing content packs?

The answer: nothing

Note that I have nothing against these tools and I own and have enjoyed using most of them... they simply don't meet my needs as an Indie Game Developer.

None of these existing tools provide a way for you to create content packs that could easily be used by Indie game developers to customize and create their own content without significant modeling and/or coding experience.

Wouldn't it be better if a content pack could have sliders, checkboxes and other options to allow you to pick and choose what you would like to export into your game?

What about a tool that would allow you to eazily manipulate the base mesh like ZBrush and Blender, but still retain LOD, UV Mapping, animations and generate a normal map for lower levels of detail?

How about a tool that would allow you to merge multiple animations, bake the results and export to your favorite game engine?

The Quest

Just because the tools don't exist today doesn't mean someone can't create the tools to revolutionize the industry... revolutionize the Indie game development industry.

I'm a great coder with over 30 years of experience and I felt up to this huge challenge, so I accepted this quest.

IndieZen Game Studio

Nearly a year ago in April 2007 I started my quest to revolutionize the Indie Game Development industry.

At first I was coding 20-30 hours a week since I still had my day job, but about a month ago I dumped my day job in order to complete my quest sooner. That's how dedicated I am to completing this.

Over the past year I've been concentrating on what I'm calling IndieZen Game Studio.

This is a complete IDE for creating games without being dedicated to any specific game engine.

First, the IndieZen Game Studio has built-in editors for scripting languages such as TorqueScript, Python, Lua, JavaScript / ECMA Script, etc. Each of these editors are context sensitive and provide many language specific details, including a full interactive debuggers, call graphs and class heircarchy browsers.

Another nice feature of the IndieZen Game Studio is it's Cg, GLSL, and HLSL editors. These help you put together great shaders and test them interactively, not just on a sphere, teapot or plane, but on your own models to see exactly how they will look in-game.

And then that takes me to the modeling plugins.

The IndieZen ZSpace modeling plugin is perfect for creating or importing models, skinning, UV mapping, animating, and exporting into your required game format.

Additional features include advanced sculpting, 3d painting directly on the mesh, multiple skins, multiple skeletons, etc.

And that's only the beginning. With the IndieZen ZSpace plugin, it's easy to create morph targets, texture layers and animation blends.

As a creative content provider, this allows you to export a content pack that your users can then pick and choose exactly what they want in their game.

As a game developer, this provides you with a wealth of content from which you can export fully customized content. No longer will your content look just like everyone else's. You will have access to unique artwork at about the same price as today's content packs that only provide for a few options.

Indie 2.0 content packs

That leads me to my next question. As I'm nearing completion of the IndieZen Game Studio ZSpace plugin, what kinds of content packs would most interest you?

I see a lot of requests for fantasy warriors and commoners with both male and female models.

I'd like to create a Tech Armor pack for a game along the lines of Tribes / Ascension to provide some of the original Tribes game modders with new content.

What else? A zombie pack? A Vamps and Vixens pack? A dragon pack? A racing vehicles pack?

I'm putting together a store with Indie 2.0 content packs over the next few months and I'd like to know more about what the community desires as far as styles and models.

Cast your votes here and let me know your target price. I'm looking for a $50 - $250 range for packs that have enough options to export hundreds if not thousands of completely unique models.

More about the Indie 2.0 Revolution

I'll be giving a presentation at IMGDC at the end of this month covering more of the Indie 2.0 Revolution.

There's a whole lot more to come, including some revolutions in terrain generation and editing, BSP modeling, game engine and game development frameworks, a revolutionary MMO framework and much more.

If you can't make it then I'll be sure to post blogs afterwards, but I hope to see you there!
Last Updated ( Tuesday, 01 April 2008 11:00 )
 
IndieZen Open Source Frameworks PDF Print E-mail
Written by Tony Richards   
Wednesday, 12 December 2007 20:55

IndieZen is pleased to announce that we are open-sourcing the frameworks we've been using to create our game development tools.

To help keep the commercial code seperate from the open source code, we've opened up IndieZen.org.

If you're intrested in participating in the development or utilizing these frameworks, head on over to www.IndieZen.org and check it out.

 
What is IndieZen? PDF Print E-mail
Written by Tony Richards   

When I discuss IndieZen with family, friends and fellow independent game developers, the most common question I get is "What exactly is IndieZen?"

Hopefully I can answer this in 100 words or less.

First, let me be up front with you. IndieZen is still under development. It probably will not go live until March 2009.

I am extremely excited because almost daily I make progress and get ever so closer to the elusive freedom and independence we all are striving to achieve.

IndieZen is still a dream, but every week if not every day I spend long hard hours programming and planning, making the dream come true.

If you're interested, follow the Developer Blogs on this website to track progress and get more detailed information on the development status.

IndieZen is a community for independent game developers.

I hope to make IndieZen.com be the place to meet up with other developers, share and combine resource and make great games.

IndieZen Game Studio

To make best use of the community, when it becomes available you should grab a copy of the IndieZen Game Studio. This integrated game development environment provides you with everything you need to create a game, other than of course the desire, skills and creativity. You must provide those features yourself.

IndieZen Game Studio makes game development easier for everyone.

Programmers get full context sensitive editors, syntax colorizing, auto-completion, source refactoring, debugging, etc for your languages of choice (C++, Java, Python, LUA, Cg, GLSL).

Non-programmers can still create games with graphical drag-and-drop of game features, behaviors, actions, actors and events.

3d Modeling with sculpting, morphing, animation, skinning, etc has never been made easier. An inexperienced modeler can create a complex model with textures, animations and multiple levels of detail and export to a game engine in a matter of minutes. With the auto-LOD generation, you no longer have to worry about how many polygons you're using. And with the automated texture baking with ambient occlusion, normal mapping, and subsurface scattering, your low-poly models will look as beautiful and as professional as your high-poly models.

...and much much more. You won't have to purchase another piece of software to create a game. Period.

Check out the Products section on this website for more information.

IndieZen is a Game Engine Framework.

"Framework? What's the difference between a game engine and a game engine framework?"

A game engine is a fully functional, complete game engine designed for a particular type of game. A game engine framework is a generalized implementation of a game engine that can be used to put together a game engine of any type.

It is indeed more difficult to use a framework, and increased complexity comes with the increased flexibility.

To overcome this hurdle, the IndieZen Game Engine Framework will come with the source code and complete documentation on several game engines created using the framework. As a licensed IndieZen developer, you can use any and all of these game engines as examples on how to create your own game engine.

IndieZen is a Collection of Game Development Resources.

These resources are the building blocks for creating games. IndieZen resource include game engine components, 3d models, animations, textures, scripts, etc. The base set of resources are included with the IndieZen Game Studio.

You can create additional resources if you want. The resources you create are yours to keep. Use them in your own games, share them with the community if you desire, or even put them up for sale.

IndieZen is a Resource Store.

Most indie game developers cannot create a game alone, but due to economics, starving artists and the difficulty of sharing coding resources, it's difficult for game developers to come together and pool their resources.

Coding resources on other web-sites tend to require coding knowledge in order to use them. The same is mostly true of 3d models. No other website even attempts to provide ways of securely sharing game designs.

With IndieZen, I intend to solve many of these difficulties.

Coding resources are packaged as plugins and components and used directly by the game engine framework. No coding is required to use the resources.

Artwork resource sharing isn't as difficult to solve. You can purchase base models, add hair, morphs, animations, clothing, props, etc. All of the models available at the IndieZen store consists of models that are compatible with the automated LOD generation and they are ready and licensed for games.

In Conclusion

That was definitely over 100 words, and that still doesn't even scratch the surface of what IndieZen is. Let me try once more:

IndieZen - The ultimate resource for indie game developers.

 
Indie Zen Developer Blogs PDF Print E-mail
Written by Tony Richards   
Saturday, 08 September 2007 01:25

I have updated the site to include a new Developer Blogs section.

This section will be used by the developers to keep everyone up to date with new features and other development related aspects.

I've copied a few entries from my private journal so you can have a feel for the current progress.

Enjoy!

 
Under Construction PDF Print E-mail
Written by Tony Richards   
Saturday, 28 July 2007 11:42

Welcome to IndieZen! We've recently switched over to Joomla and not finished creating the site yet. Check back in a couple of weeks and hopefully it'll be complete.