Thursday, August 6, 2009
In-Game Screenshots
New in-game screenshots from "Deep Blue" have been added to the web album. This is the first look at the user interface...most of it at least.
Video Update
So, here's what I've got at the present time. It's coming along but there's still quite a bit of work to be done on it. I did comment out the Co-Op mode and a few other things that still weren't solid yet. The question being thrown around here is...whether or not to submit it to the XNA contest.
Do I think it has any shot at placing? No. Not in a million years. But here we are. It's our 15 year anniversary tonight and we're preping to head out for dinner and possibly Six Flags. Danielle commented that if I submitted it that it would feel that I was doing something halfway, which is something I never do. And I have to agree with her.
And I guess that pretty much sums it up right there. I'll post my would be contest entry video and screenshots here but I think I'd feel better overall not sending them in. It's just not...me.
So...enjoy all and the development will continue. Having too much fun.
Successful Music test...sort of
Sooooo, I may end up using the technique for the final music, but for this first cut it will be all looped. :(
Musical Score
I am trying something a little different even with the short timeline. I'm experimenting with going half loops and half original music to see if I can combine the two and see if that won't give a less mechanical...loopy feel to the score.
Wednesday, August 5, 2009
A Few Days Focus on Deep Blue
Besides, if it wasn't for the contest in the first place I never would have gotten this far in the development. So I've spent today working on pickups and screen flow and taking out a few things (such as co-op) for the contest entry.
"Deep Blue" won't be..."done" by Thursday, but at least I'd like to have it in a stable and playable state.
Things taken out that I would still love to include in the final version.
- Signing in the the players to XBox Live.
- An achievement/ranking system, with a save state.
- a "Level" system with multiple levels including bad guys and environments
- and local co-op (saving XBox Live co-op for another project)
- oh...and a better timing system for entering and exiting a game.
So with all that it still may be a little while until "Deep Blue" is ready to hit the marketplace but if I can get all those in then I feel it will be a very "complete" game.