Saturday, July 18, 2009

Video Update

Long overdue, but finally I've put together a tiny video update. Some things are still obviously placeholder, such as the UI and the enemies, but things are starting to fall together.

As all the basic pieces come together and playtesting the full experience really gets moving, a real game is beginning to emerge.

When I began, I started trying to select the simplest of game mechanics, trying not to bite off too much. I started off with a single player, controlled by a thumbstick, had him fire a single weapon and blast as many bad guys as he could. Calculate a score and we've got a basic game. Mission Complete!

However, as I began to feel a little more comfortable with C# and XNA other ideas began to pop up, ideas that didn't seem to hide behind mounds of terrifying C# code, so I figured I'd give them a shot. Throw in an oxygen resource and cost/benefit mechanic...done. How about a secondary bubble burst weapon....done. What about a depth mechanic that ties to the oxygen usage...done.

Step back and things begin to really shape up. Then more ideas hit that seem to make sense, other enemy/hazard types. More weapon variations. Upgradable ship node with an associated economy system.

IF I can actually manage to get all that in "Deep Blue". IF I manage to write to code to make it all behave properly. And IF makes the game more fun...then this little experiment of a project may become something a little bit more.

Sunday, July 12, 2009

Variable Screen Resolution...

....should be close to "step 1" when you start planning and programming your game. Variable screen resolutions and their effect on the game is a pretty global change and it's much better to think about that up front than having to sort through your code later and try to correct everything....like I'm having to do now.

Variable screen resolution doesn't simply effect layout (although that would probably be enough of a hassle). It effects game object speeds (or apparent speed), as well as any limitations based on screen position. The goal, of course, is to have your game play the same on any resolution. That, so far, appears to be much easier said than done.

Trust me, you're going to want to plan ahead on this. I know I will next time.