Posts Tagged ‘Microsoft XNA’

[XNA 4.0 GAME] X-typed – DRAFT Spec

UML for the Specification design pattern
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Hi All,

Ive been asked by a couple of people how my design specification for a game i hope to write an release on XBLIG is coming on. In my last post, in described how im writing a design document before i even start writing a piece of code. This has been extremely helpful in fleshing out the world im going to be shaping and i hope it will help when i tender for 3D Modellers (Peter McSorley i hope!),  Music/FX Composers etc. I hope by doing it this way, it organisers my thoughts and ideas properly for the final game design, which i hope will be finished for Jan 2011, so i can begin coding straight after that.

Using this methodology, which if your in I.T., should/is used alot. Yes, sometimes over documenting projects can be a pain, but doing it this way is helping a great deal. Because i dont have a time-frame for completion, which is bad in it self, im in no rush. I think this is the most important step in creating a roadmap for the actual game development. Hopefully i may use UML for the class design, i dont know yet, but whatever i decide, i will post it hear! Anyway, if your hungry for info, read the below document – let me warn you this is just a DRAFT and is noway finished. PLease feel free to leave comments to this post, i would love to hear your thoughts, good or bad.

X-typed DRAFT Specification v1

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Info – My Various Helpful Links

Hi Everyone,

Im still hard at work on my Xtyped game design specification, and hope to publish this soon. Im just threading some links which other indie developers may find helpful:

2D:
2D Particle Emitter

3D Misc:

3D Optimisation

Vector Addition/Subraction (Very Interesting)

Matrix vs. Quaternion Rotations

Verlet Mathes

 

Effects/Shaders:

NVDIA Shader Library

HLSL Introduction

 

Collision:

Transformation and Collision of Sprites

Metanet Collision Techniques

 

3D Modelling:

Softimage – Linking to XNA Game Studio 4.0

Softimage – XSI Modelling Demo

Softimage – Video Tutorials

Maxs Realms

 

Misc Tutorials:

Nics GameDev

XNA Videos Course 101

XNA Videos Course 201

 

I will add more when i come across them 🙂 Obviously there are links to other Devs pages on the front left handside of the blog (blogroll) so feel free to browse”

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8WeekGame – Competition 2 – 3D Model Loaded….Just!

The game im doing is a 2D sidescrolling space shooter, with 3D Models. Im using free models from Turbosquid, and to be fair, there are not alot of free ones, and the one i wanted, i couldnt get the textures to load, so it just looked black:

As you can see, in the blackness of space, no one can hear (or see) you scream. So i decided to to change the model to something else, and what do you know, it works! All i changed was the model name i was loading to the Model class in XNA, so the original ship1.X file must of been corrupt somewhere. All i know is this 3D malark is stressful!

Now i need a fixed orthogonal view, then move onto the movement of the ship!  Anyway, here is a quick but boring vid:

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Info – (Dont Worry Shawson) XNA Evil and Not So Evil Check Lists….Oh My!

I was talking to my 8Weekgame colleague Shawson today, pertaining to XNA considerations when designing an Xbox 360 Arcade game and what to look out for before the submitting to Peer Review. Its a good idea to read the following to get an idea that its just not the game design in terms of logic, textures, physics, models etc that you need to consider, but more fundamental aspects like, what apsect ratios the user has for their TV, HD images for 1080p, localization considerations for other languages other than English. THe list is quite comprehensive, so all you wannabe XNA developers, dont be put off by it. WHat i think is nice, is the Creators Club Community also have a “Not So Evil” wishlist, as not to be too negative:

Xbox360 Programming Considerations

Evil List

Not So Evil List

So dont be scared, as this is a great way of saving time and helping the community, so “Dont Worry Shawson….”

Xbox Live Arcade on Xbox 360.
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8WeekGame – Countdown Begins….

4 Developers – 2 Languages – 8 Weeks
Gareth Bradley, Martin Elsworth, Shaw Young & Paul Ledger have to build a 2D side scrolling game, in any language they choose in 8 weeks. You can track their progress here.
The Competition Begins on 4th October 2010.

The 8WeekGame header for the site is now updated, plus the countdown of when the XNA & iPhone game competition starts:

46Days, 14Hours and 23 Miniutes until it begins!

A constructed example of parallax scrolling. V...
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8WeekGame – Competition 2 – Final Details

The details of the 2nd competition are:

◦Starts 4th October – Ends midnight on the 22nd November

◦2D Game – scrolling (Vertical OR Horizontal)

◦Cannot use Open Source pre-made libraries:
i) XNA Starter Kits
ii) Codeplex projects

NB: We can make a exception of the SpritePacker program BUT not the associated .DLL that you can use

◦The end game has to have at least:a) 1 working level
b) Menu
c) Game Start/Game over/Win Splash screen

◦Can use pre-built libraries for Physics Engines only

◦Can use the internet for Sprites/.fx files, levels and sounds.

◦If you are using other people’s assets, you MUST have a credits page, listing their names, and any
applicable URL’s. Last competition we didn’t do that which is bad sport really.

The competition this time around is:

Me (Gareth)

Paul Ledger

Shaw Young

Martin Elsworth.

So please welcome Paul to the next competition! I posed the following questions to each new member, and please see there answers:

Shaw Young:

A)      What languages/technologies you will be using

XNA I think!

B)      What type of game it will be (if you know)

Well I’m torn between a few ideas- but I think this is most likely going to be a fathom style game

C)      What type of game play you expect

So it will be a skill based game navigating your ship around tricky levels, fighting against gravity and NPC turrets and the like to collect stranded people.  Environments will be destructible (think worms, not red faction!).  I would like to have split screen multi-player which I think will be the most entertaining mode offering dog fights between players as well as collecting the stranded little guys, but may get dropped as I’m unsure if it will be do-able in 8 weeks!

D)      Any other comments

As reining champion, If I do loose this round it will be on purpose to give new comers a chance…

Paul Ledger:

A)      What languages/technologies you will be using

There is only one language, so its Objective-C, not sure yet but will probably use OpenGL, fall back is Quartz (iPhone)

B)      What type of game it will be (if you know)

Its going to be a sort of Defender game, but think instead of saving people you will be an alien abducting cows.

C)      What type of game play you expect

Fantastic.

D)      Any other comments

You will all lose.

Martin Elsworth:

A)      What languages/technologies you will be using

Written in C# using the XNA framework.

B)      What type of game it will be (if you know)

A side scrolling beat ‘em up.

C)      What type of game play you expect

Double Dragon/Final Fight/Streets Of Rage meets Street Fighter!

D)      Any other comments

Possible game titles – Double Streets Of Final Fighter?  Or Final Streets Of Dragon Fighter!?

The same as before, we will write regular posts up here, plus information on the Facebook page which can be found here.

Still a while yet until the competition starts,  but enough time for us to design and plan our games better! YAY!
Watch this space.

Microsoft XNA
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