
Now for an interview with the guys behind the Qbix engine ;) I'm sorry
but there website is down or I'd give a link, maybe once it's back up
I'll add it!
They will be referenced as follows:
Jorge: Jorge Acereda Macia
Luis: Luis Pons Alemany
Hooka: Do you have a gp32? If yes, when did you get one?
Jorge: Nope.
Luis: Until somebody shows real commitment for a GP32 game, we will use
emulators for evaluation. Keep in mind that we work mostly for Symbian,
and that means we are forced to buy a large quantity of expensive
devices.
Hooka: What dev environments do you use for GBA, GP32, and S60?
Jorge: We use our own builds of gcc and binutils. For S60, we also use
WINE to run PETRAN from the Nokia devkit. Luis can talk more about the
emulator we use while debugging.
Luis: We developed a generic emulator for ARM powered platforms, and we
use it for testing/debugging our games. It's called "Delator", and
helps us to shorten the developing cycle.
Hooka: What made you decide to make a 3d engine for GBA and
Symbian series 60 platforms?
Luis: At the beginning it was just for GBA; there were few 3D engines
then, and quite slow and ugly, so I thought a good 3D engine would
guarantee us some work. However entering that market was very
difficult, and we started evaluating other platforms for the engine.
Hooka: Have you decided to port your 3d engine to the gp32?
Jorge: We could have the GP32 target integrated in our build system in
a short period of time, probably within a week. It is just that we
don't have any offers right now.
Luis: That's right; if we have to finance a game with our money, the
GP32 comes after Symbian because of the number of devices out there.
However, if somebody wants to finance a project we are ready to go. The
GP32 and a Symbian device like the Nokia 3650 have basically the same
hardware.
Hooka: I heard something about you guys wanting to make a racing game
for the gp32 with your engine, is this true? If so what kind of racing
game? (F1, rally, street racing, ect.)
Jorge: That is not quite correct. We were talking with a publisher and
offered a racing game because they wanted a cheap project. We had built
a racing prototype previously, so it was an obvious choice for a game
to be developed in a short period of time.
Hooka: If not a racing game, what kind of game would you make for the
gp32 with your engine?
Jorge: The engine doesn't have any limitation in that sense. We could
do a FPS, a racing game... Anything you can see on a PSX should be
possible.
Luis: Well, Final Fantasy VII does not fit on a GP32 cartridge, but you
get the idea ;) It's hard to know which kind of game fits the GP32
market because it's a very special one. There is not known statistics
and no precedent (for a market like this). Maybe a good FPS.
Hooka: I also read that you were going to port the demo of "Children's
Play" to the gamepark but wanted to make it use all of the gp32's
processor, about when will we be able to try out the demo to see how
the engine runs on a gp32?
Jorge: I think someone has spread some false rumors, we don't even own
a GP32.
Luis: "Children's play" is waiting for a Symbian release now, and a
GP32 version would be interesting. The problem I see is that it is a
game created in chapters for download. We have to explore copy
protection systems if we want anybody to pay or it.
Hooka: Does your engine depend heavily on extra hardware on the other
platforms (GBA and Mobile Phones) or does it just use the ARM processor?
Jorge: Right now it is a software-only engine. We have two versions,
one written 100% in C (and thus portable) and one optimized
specifically for the ARM in assembler.
Hooka: Do you already have a deal for a publisher?
Jorge: Nope.
Hooka: Would you ever consider converting the complete Children's Play
game for a commercial release if your first game is a success?
Luis: As I said, it is already being considered.
Hooka: Did you ever check out the gp32z poll about whether people
support a 3d racing game from you? 160 people said yes, accounting for
80% of the people who voted, how does that make you feel? (poll can be
found here if you haven't seen it yet
http://www.gp32x.com/board/index.php?showtopic=9265&hl=qbix)
Jorge: Yes, I did. It is certainly encouraging, but it isn't on our
hands. We no longer have money to spend on development and without
financing it just isn't feasible.
Hooka: Did you have to do alot of ARM asm to get a good quality 3d
engine running on the S60 or GBA? If so what will that highly optimized
code do for a gp32 port?
Luis: Yes, we have a lot ARM assembler in the engine; the whole 3d
pipeline in fact. This should run in GP32 without problems, as it did
on S60.
Hooka: Seriously, don't you think the gp32 needs more new games,
especially with the Euro release coming up?
Jorge: Yes, of course. I think it will have problems to be successful
selling as a machine for running emulators. It needs more games and
having them for the release date would have been a Good Thing.
Luis: If our company was more established we could think about doing a
GP32 release without a financer. But right now we can only afford to
create small games.
Hooka: If your first gp32 conversion/ commercial release was a success
would you continue making more games for the gp32?
Jorge: Sure, after seeing GBA and S60, GP32 seems a great machine to
program for. If it was a commercially viable platform we would for sure
develop for it.
Luis: True, it's surprising to see the low quality of the Symbian kits
or how underpowered the GBA is. The GP32 seems a far better machine;
the price is too high to appeal to kids though.
Hooka: How long did it take you to make the original Qbix engine?
Luis: It's hard to say. I think I made the core in 1 or 2 months, in my
free time. However I was still adding features and optimizing the code
one year after.
Hooka: What other projects have you worked on?
Jorge: If you mean game-related projects, only in Commandos 2 at Pyro
Studios.
Luis: Commandos 2, Asterix Paf!, The smurfs, and also worked in the
mode 7 engine of Bit Managers (used in a few games produced after I
left the company). Jorge and I come from the demoscene (Capsule group).
That's the reason we have good experience in software 3d engines.
Hooka: Would you be willing to help out someone who wanted to use your
engine for a project, or how would you work that out?
Jorge: It would be quite a hard job to document everything and leave it
in a state which could be used by other developers. Even if it was
documented, we don't see the point right now in releasing it.
Luis: I am interested but I don't think it's possible right now. Our
tools are very unusual.
Hooka: Do you have any approximate release dates for any of your
projects?
Jorge: Nope
Luis: We hope to release "Children's play" for Symbian soon, but we
have some contract concerns.
Hooka: Well, sorry it was such a brief interview! I just couldn't think
of anything else and couldn't check out your webpage while I was
writing these questions. If you want to add anything or you feel I
missed anything don't hesitate to add it!
Luis: Well, as I said we would be happy to develop a full GP32 game,
but we lack the money. Our costs are quite low, so if anybody is
interested in producing a game, please write to us. Our page in down
for a time, so please mail me directly at lpons@ono.com.
*Finished on 10/06/04*
