Sunday, September 30, 2007
Great Balls of Fire!
(Of course - I don't intend to be the final artist, after all, something tells me sphere went out of style as the primary 3D Model in games years ago :) ).
Saturday, September 29, 2007
Powerups!
Friday, September 28, 2007
Highscores !
Now we have a brand spanking new Highscore system - it should be able to store and lookup the games local highscores on both Platforms :) Notice how I am so good that all the highscores are all me :) (Of course we certainly should not consider the fact that I am currently the ONLY one who can actually play the game ;) ) . I don't have much else to report today however - I've started to add a new component for handling the games power-ups. I am not going to say much more about those at the moment, however if things go as planned - they should be rockin' cool.
Thursday, September 27, 2007
Prototype Video 1
Ok - so I may have to take this video off my blog eventually - but I wanted to show people a sample of what the game play looks like at the moment. My motion capture software is kinda primitive, so there is no sound and since it's Shareware there is an annoying nag line at the top of the screen :P . What I am showing here is the bare bones of the game - none of the cooler stuff has been added in yet (can you say Power Ups are Cool and different aliens would be neat? Good, so can I :) ). Anyway - assuming that anyone actually read this (cause you know I only pimp it out daily ) any feed back I can get at this early stage will be appreciated.
The rest of the day will spent hooking in the games high score system so I can finally track my own high scores and maybe a little work on the Design Document.
Wednesday, September 26, 2007
An Explosive Experience
I also removed the "special" commands from the Probes - I am considering going in a new direction with this, but I haven't decided exactly how it should work. Maybe I'll say more on this in my next exciting update :)
All my other changes are just quick bug fixes and small improvement to the Zombie attack algorithm (well it's still dead simple and barely deserves the name Algorithm, but it works) - which you can't really see from the image.
Now onwards to decide what to implement in the Prototype next!
Tuesday, September 25, 2007
A Slow Day...
http://creators.xna.com/Headlines/presentations/default.aspx
Tomorrow we shall experience explosions and smarter Robots - stay tuned!
Monday, September 24, 2007
Playability!
Alright - so I now have all the required functionality to actually play the game! Now it's time to start adding special effect, the individual special powers - you know FLAVOUR! In todays game image we see me near death at the end of Wave #3 of the robots unstoppable onslaught! That little thing in the centre is the miner probe - the ultimate in technology and the very thing which I failed to protect! Of course - I DO have the highest score in the game ever - so that should count for something!
Next on the list to be implemented are the Probes special powers and to make it so the Probes can ... gasp... die! Also - soon to come should be feed back by Microsoft - here's hoping I don't get a standard rejection form letter - although with the way my luck has been ... bah! Stay tuned as the March of gamey awesomeness takes on SPARTAN levels!
Sunday, September 23, 2007
March of Progress - the Interface Advances!
Probe News
So - where am I in this process, fairly early - I'm at stage "0.5". To get some perspective on how far away I really am from realizing my goal ( one published XBox Live Arcade Game ) - here's the process (taken from Microsoft's Website - see the link in my sidebar)
Step #1 – Submit Concept
Work with the Arcade Portfolio Planning team (arcade@microsoft.com) or your established account manager to determine whether your title is a good fit, and to iron out the business details. This usually includes a first glance brief regarding the game and your company. If the initial concept is approved you will fill out an official Concept Submission Form, which will go through another approval process. Before any game ideas are presented, you must sign a standard, mutual NDA. This protects both yourself and Microsoft. Note: presenting a playable prototype will go a long way in getting your title approved to the next step.
Step #2 – Kickoff
If your title is approved, you will be connected to the Arcade production team to discuss requirements and best practices that are unique to Arcade titles. You will also be lined up with Arcade-specific support materials.
Step #3 – Get Cranking!
Develop an awesome Arcade title that every Xbox 360 owner will need to have! You will work with the Arcade team along the way, to check the progress of your title at various milestones.
Step #4 – Submit to Cert
Arcade titles are certified along with all other Xbox 360 titles.
Step #5 – Release to Market
The title is made available in Marketplace and downloads begin.
Saturday, September 22, 2007
The Probe Stage #1
So here we have a zoomed out image of the "The Probe" - it's a bit hard to see, but that's ok - my art sucks right now anyway.
So - what the hades is all this random junk on the screen? Well, basically this is just a prototype, but the game is about a poor lost little group of probes charged with the task of obtaining energy for the great human hegemony.
Unfortunately, having found the penultimate source of energy they looked for, our hapless heroes were quickly assaulted by a troop of mindless zombie alien robots...ok so they need a better description but still, that's what they are. You, the indomitable player are charged with the task of reprogramming the robots to save the day. Only there is small catch (always is) - you can't just send any program, the quantum communicator can only send one of eight programs at any given time - and to make things worse - these program are always changing! Now, armed with only your wits, you must help these probes defend the energy mines from the rampaging aliens and help save the human race from it's energy crises!
Why?
(1) Writing about the experience forces me to think about it - and without thinking about it I obviously can't learn from it.
(2) I wanted a quick place to show people the progress on my game - and since I'm not big on building personal websites, a blog was easier.
(3) I want to be able to look back on this recent attempt - success or failure - and remember what kind of wacky, unreasonable, unethical, inane things I came up with before the age of 30 :)
(4) Occasionally I need a place to rant off topic, sure no one will ever read this other than a few friends and myself, but I enjoy the ranting :)