Hmmm… 4 hours of sleep. What a splendid way to start off the week :|. Spent the weekend working on my game, along with a healthy dose of gaming and much needed sleep. It’s getting cold here in Atlanta and I left my warm jacket at my parent’s place in Montgomery, so it’s been a bit chilly getting to work. Anyway, made a new post over at the homebrew contest. I hope it’s coherent since I wrote it at the last minute and half asleep.

My 6th Dev Blog Entry

This week is going to be full of adding features to the editor and refactoring game code so I can make maps more easily for the game . I also just came across a rare instance where a ‘polish’ type feature has now become a necessity. I need to add camera zooming. Right now the image’s are much too zoomed in and it’s hard to see the artwork for the landscape without falling into the pits. I guess I could make the object of the game to be to find the biggest pit and jump into it :o. Still alot of work left to be done. I posted some new screenshots in the development gallery that you should check out. There’s a new main menu screenshot for Wildboarders in there along with some in-game screens. Might be writing a short ‘add-on’ tutorial for my camera 2D tutorial I posted last week. Next week, if everything goes to plan, I’ll have a new video of the gameplay to show, along with some more screenshots.

In other news, it looks like the XNA Team is preparing for another beta release for XNA studio express. There are no details as to what will be added, changed, or fixed yet. I’m curious if they’ll be adding in the content pipeline in the beta. The biggest surprise would be if they added some sort of cross-platform networking support, even if it would just support windows for now and later expand to xbox live that would be awesome. Far fetched, but hey, it’ll be Christmas soon :D.

What?! Two posts in one day? Yea well, this one actually has some content to go along with it. I’ll make it short and sweet. You can find more info at my dev blog. I’ve got some cool stuff to share for this weekend’s update so stay tuned!

I put up my first tutorial! Hurrah! Go check it out in the tutorials section. I’ve also posted my game’s project plan for anyone to follow it as the game progresses. You can find that here. Peace.

Strange how sometimes I feel like there’s nothing to do for a while and then suddenly I’m swamped with things that need to get done. I wish it would come gradually, but I guess I do this to myself. I’m in the process of fleshing out my project plan so I can get a better picture of my progress on the game I’m developing for the xbox360homebrew contest. I’ll be managing it within my blog so I’ll make a post linking to the page so for those interested can see the current progress of the project, otherwise just look out for my weekly updates on the homebrew site or here. With this contest taking up pretty much all the time I have for game development the planned Camera Tutorial for blitzmax has been put on hold…until further notice. I might throw up a quick XNA version of the 2D camera that won’t support scaling or rotation (read: only translation) just to get something up in the tutorials section. No promises.

As for gaming, I’m still hooked on Battlefield 2142, and all I have played so far is the demo! I just bought the full version during lunch today since I couldn’t resist. I got Lumines Live yesterday for xbox 360 and it is strangely addicting. Must be something about the colors or music, but whatever it is, it makes matching blocks very satisfying. Although I find it a bit much to buy the game in pieces. You get the full game, but it’s still missing some of the more advanced levels so it forces you to pay up for more levels. Just sounds more like a ploy to squeeze more money out of the game, and it is already on the high end of the price point for an XBLA game. Couple weeks ago I also pre-ordered the Nintendo Wii. This system holds alot of promise in terms of innovative gameplay. I really hope it delivers! If this keeps up I’m going to be broke by the end of November. Well, time to go pick up the new books I ordered from Amazon :D! Peace…

 

Phew! What a busy week that was! I got several components fixed/added into the editor to better support XNA’s graphics pipeline. I still need to implement the ‘smart import’ so I can save time (maybe hours) from cutting up images by myself to import individually. I made another blog post on the status of Wildboarders.

My 4th Dev Blog Entry

I’ve reached a stage in the development of this game where I’m sensing the transition is moving from ‘foundation laying’ (the fun part) to the real effort (not so fun) part of the development. The effort being in adding in all the little things you said you’d go back and add in or fix when you were doing the big parts of the game like the physics, menus, levels, etc. I think it’s important that I’m aware of this change, otherwise I’d spend days trying to find another ‘major’ part to do and not really get much done. I spent a part of saturday and all of sunday working on this game, but the results aren’t very tangible. It’s not like one day you have no physics and the next day you do. It’s more like one day you have your polygons loading and the next day you have them loading faster and not leaking memory. It’s an issue, but not something your end user will actually notice ;). So at the end of the day, it’s really hard to say how much progress you’ve made by just looking at the game running. To-do lists are great for keeping track of these menial tasks, and alteast gives you some indication of progress.

I’ve now got to do all those ‘little things’ for the editor and game while the art assets are being made. On the plus side, the core mechanic is very playable. I found myself spending more time playing the barren levels than I should have been. I take it as a good sign :D. Prototyping is invaluable with this situation. I got the core mechanic implemented very early, and now that I know it works I can go back and make a game around it.

I’ve uploaded some concept art and a small video of the prototype in action. Check out the gallery for the concept art.

And with that, I am out of here.

I had a long weekend and took some of the extra time to try to get ahead of schedule. Much to my surprise I got a rather good chunk of the ‘to-do’ list done thanks to XNA game components and open-source libraries. I posted a list of the libraries and components I’m currently using for my game and where to get them. I’ve also made a library of classes for loading Endgen map files into XNA. So far it’ll only load lines (since I have no art yet). You’ll also find an early screenshot in the gallery and on the post.

My 3rd Dev Blog Post 

More updates soon. In other news, I got the Battlefield 2142 demo and I have to say it is a decent improvement upon BF2. The unlock system kind of makes it more gimmicky since I’m more interested in fair competition rather than some MMO style of play. I haven’t had too much time to play it, so hopefully it’s just an initial impression.

Stumbled across this while browsing gamedev.net. I’m contemplating if I should join in. Sounds like it could be entertaining. If anything, it would be good practice on creating a game from start-to-finish with a set deadline but still keep it in good fun :). I’ve got a game idea that’s been brewing for a while and this might be just the thing to see it spring to life. Go check it out if you’re into this kind of thing.

XNA Contest

In the meantime, I’m about half way done with my first tutorial for the site. It’s going to be in blitzmax. I finally did create a blitzmax language file setup for GeSHi, but unfortunately it didn’t really work as intended. It works great for short snippets, but then the parser chokes on some things (like optional parameters) and the formatting breaks. In the end I took the blitzbasic language file, and just added in the function names that were used in my tutorial. I’ll probably be doing this as I post more code. As it turns out, the language file isn’t something worth posting. If you are curious about it and want to use it for your own site shoot me an e-mail and I can send you what I have of the original blitzmax file. The tutorial should be up in a few days if I don’t get distracted.

6 New Images in the Development Gallery

Ok so I had the GeSHi blitzmax language file scheduled to be done by last weekend. Got caught up in more important development matters. I still plan on doing a full port for it, just not at the moment. I’ll probably get around to it when I’m ready to post another code sample or a tutorial for blitzmax. Nothing too exciting to really post about at this moment. Well…there’s plenty of things to post about. Most aren’t meant to be posted as it doesn’t fit here and other things I’m not at liberty to say…

Anyway, check out the image galleries and you’ll find some early development screenshots of StarGazer, a simple 2D puzzle/search game. Also some screenies of the 2D world editor I’m currently developing. Lots of plans for the editor :).

I leave you with this amusing conversation:

Adam S.: your estimation runs for up and back right?
Alex: no. Just the quarter of the way there
Adam S.: okay well see…
Adam S.: thats where you have to multiply by four
Adam S.: it’s like you have a pie, and you cut the pie into four equal pieces
Adam S.: you’re only counting for one piece
Adam S.: also this pie costs 600 dollars
Alex: it’s one hell of a pie
Adam S.: unforgettable…