How to share user generated content in Blast Works
Wii may not be known for having the most advanced online capabilities, but the community developed for the upcoming Blast Works looks rather extensive. The upcoming shooter, based on the works of Kenta Cho, allows players to create their own enemies, ships and levels ... and share them with other Wii users. Players will be able to send data directly to their friends, or make it available for all to play through the Blast Works official website.
This Joystiq-exclusive trailer shows how the website integrates into the game. By registering a Wii Code, you'll be able to send levels directly to your Wii from any internet browser (via WiiConnect 24). You can even send levels to your friends whilst you browse the site. You can also add comments and rate creations, just like in YouTube (and the oft-delayed LittleBigPlanet for PS3).
Certainly, Blast Works has much potential in a "Game 3.0" era, and we think Wii owners should be pretty interested in the game. We'll see how well this community can thrive once it officially hits stores next week.










Reader Comments (Page 1 of 1)
Fernando Rocker @ May 19th 2008 10:40PM
I'm very interested in this game, since it was announced. I love the Tumiki Fighters style.
And basically, you can have hundres of new levels, not only user generated levels, but also the weekly levels created by Kenta Cho.
It's a little gem game...
=p
Tiptup300 @ May 19th 2008 10:41PM
People, learn to make real games. Learn programming languages, nobody cares that you made pong in Game Maker Wii Edition. The new XNA website is right about to be released. Great time to learn C#, C++, Java, Actionscript, or any other language for real game design. If you use the XNA API you can even port your games to the Zune for free or the 360 ($$$.)
SoulBlade @ May 19th 2008 11:15PM
Or you can not bother and use the tools provided in game.
Coding isn't quite as fun as those lame as commercials make it seem to be. Granted, it's cool to see a project come together and have something tangible that you've produced... but it takes a lot of time and effort to make a solid game. You should know, unless you're just sayin shit for the sake of sayin it.
Tiptup300 @ May 19th 2008 11:17PM
The programming is very enjoyable. The final project is always the best part, if you have the willpower to stick to a single project that long. Yes, it does take a long time, but in the end it's worth it.
PiemanPieman @ May 19th 2008 11:25PM
Not all of us want to make a living programming, and maybe some of us have better things to do?
What's the point of a world where everyone's a programmer?
Tiptup300 @ May 19th 2008 11:33PM
Oh, I never realized that nobody in the world takes up hobbies or even tries new ones. Sorry, my bad.
PiemanPieman @ May 19th 2008 11:40PM
You can take up hobbies. You can even take up programming as a hobby. But if you are programming at a level that you could create something on this level, you are no longer in hobby territory, my friend.
I play the Bassoon, but there's no way I could get into an orchestra.
Tiptup300 @ May 19th 2008 11:48PM
I'm not saying to try coding a mmorpg, fps, or anything 3d or online for that matter. I'm just trying to say that if you truly like the idea of game design, it is not that far out of reach. Smaller games can be finished within weeks.
Yourself @ May 20th 2008 12:31AM
Not everybody wants to be the Cave Story guy who dedicated his entire life to making an independent game. Programming is a great skill and a fun hobby, but the time it takes to make a custom level in a stage-editor compared to the time it takes to put together even a Flash game is incomparable. Some of us go to school or work or have families, and while it's easy to find 10 minutes to make a new level in Brawl, there's not much useful coding you could do in the same time.
Markusdragon @ May 20th 2008 5:03AM
I flunked French, scraped a D in german, and can barely remember HTML. There's no way in hell that any C language variant is going to stay in my brain long enough to be useful.
Mr.ESC @ May 19th 2008 10:42PM
I can't wait to download the pen1s shaped space ship to blast away incoming squads of Hitler heads and Giant enemy crabs!
Fernando Rocker @ May 19th 2008 10:47PM
If you can make the bullet patterns... is it possible to create an Ikaruga style level?
DonWii @ May 19th 2008 10:52PM
From what I read from an early beta version, the bullet patterns were limited.
However, this was many months ago.
Phillip @ May 19th 2008 11:52PM
If you watch the video it said you could create your own bullet patterns.
This looks like a sick game to pick up. Too bad I have to beat Zack and Wiki and No More Heroes and Mercury Meltdown Revolution. Then I can get this and Boom Blocks.
Mr.ESC @ May 19th 2008 10:51PM
Now for a serious response.
Well I got sick of creating stuff after Megaman Powered up! Most people dedicated themselves to create hell in rather than making levels that were actually fun to play.My levels were easy but very stylish.
The truth is that right now I don't see my self buying something without a story mode.Games waste too much of my time and one that requieres time to create and share isn't going to help.Not to mention I don't have WiFi to connect to internet and those damn DSL cable adaptors are very rare and hard to find.
For technical issues I won't buy this game but it sure looks like a lot of fun for shooter aficionados.
Here are some games you can recreate:
Raptor
Cho Anki (Lulz)
Gladius
Fernando Rocker @ May 19th 2008 10:56PM
"Added to the game is a (up to 4-player) cooperative mode, ship and level editors, and a "Hangar," which allows players (while inside) to purchase various ship upgrades; the building itself can be defended from attackers, via the motion controls of the Wii Remote. WiiConnect24 elements will also feature in the game, including online leaderboards and the swapping of custom ships and levels among friends.[3]
A recent trailer revealed that the game disc will, in addition to Blast Works, also contain playable versions of rRootage, Gunroar, and Torus Trooper (other games made by Kenta Cho) as unlockables, in addition to the original TUMIKI Fighters itself."
It has 4 other shooters, and acording to the Nintendo Power and EGM reviews, it has a lot of included levels and a single player story mode.
Fernando Rocker @ May 19th 2008 10:58PM
It received an 8.5 from NP and an A, A, B from 1up and EGM.
Finally a good third party game.
=p
Jay @ May 19th 2008 11:05PM
I do not own a Wii but this is the first game that makes me want to own one. I love Kenta Cho games and to be able to play them with custom levels is great.Now I have to convince myself there will be more games worth buying for Wii before I purchase a system.
Yourself @ May 20th 2008 12:37AM
It's nice to see a stand-alone shooter that actually tries to justify the pricetag in this generation. While I'm intrigued by games like Castle of Shikigami III, I can never convince myself to spend 30$ on a game analagous to plenty of equal quality or better 5-8$ VC titles like Lords of Thunder.
Blast Works is doing a great job of selling me, though. The included freeware games is a convenient addition and the level creator sounds awesome.
kevinski @ May 20th 2008 9:41AM
This game is gonna be awesome. By the way, does anyone here happen to know if the game uses BulletML for bullet patterns? If so, then I'd suspect that there'd be a lot that you could do to edit the bullet patterns.
igetgames @ May 20th 2008 10:18AM
It uses BulletML internally, and some of the parameters (such as rank and speed) are directly exposed to the user.
kevinski @ May 20th 2008 10:57AM
Ah, that's nice to know. At least we'll be given some flexibility.