Saturday, November 7, 2009

My First Game Component

I'm very pleased to say I've completed my first independent Game Component. I created a messaging system for common message types. So far that includes floating score bubbles and sinking messages that I'll use in "Deep Blue" for things like "Ready, Dive!" or "Level 1".

It's a message system that is complete independent of the rest of the game code. It's easily integrated into any future game with....I think 2 lines of code. It's also something I can easily build new message types into with simple additional classes.

Things are moving along pretty well.

Thursday, November 5, 2009

Unity 3d is now FREE

A 3d engine that's caught a lot of attention lately from the likes of EA and myself is Unity 3d. Mr. Chris Griffith at work showed it off a couple of years ago. At that time it was Mac only, which didn't help us out much, but it's come a long way since then.

The MMO "Fusion Fall" was created with it, as is the upcoming Tiger Woods Online among other games. Anyhow...the point to this post...as the title would suggest is that they have opted to drop the $200 license fee for the indy license.

The other cool thing is that they "Unity" has reported that it is...or will soon be...compatible with the 360. Sweet! The only real question is whether or not the 360 export will be included with the indy version.

I'll definitely be playing around with it sometime in the future, and researching it as a possible 3d engine.

Thursday, October 29, 2009

Signed In!

Another little victory. I've now programmed in Xbox Live sign in to the beginning of the game, and it's even pulling in the players Xbox Live Gamertag name and displaying it where "Player 1" was being shown.

I know, it's nothing huge...but a nice little step none-the-less.

Friday, October 23, 2009

To Multiplay, Or Not To Multiplay

Currently weighing the value and use of multiplayer in "Deep Blue". Does it make sense? What does it add (if anything)? What does it require? What does it take away? Is there a "gotta have" reason for it?

Ever since early on in the play testing process Connor made the request for multiplayer. However, since this was my first shot into XNA and C# the best I've been shooting for at this point was couch play with two player co-op in two MANTA subs. Couch play seemed only logical since, barring some incredible miracle, I don't see "Deep Blue" having enough concurrent game plays to support a XBox Live multiplayer mode.

But the domino effect of including simple couch play will be felt throughout the game. How do we allow two players in the water and still have a balanced game that isn't twice as easy with two people? Then there's the whole process of registering two controllers and possibly two XBox Live accounts. Some of the UI elements (like showing the current depth) become confusing with two players.

At this point I think I'd rather toss multiplayer this time around and possibly use that time to create an awards/achievement system and more story elements.

I guess I'll run it past the game design boss, Connor, and see if he'll let it go. I just don't want to add multiplayer if it doesn't truely add something to the game play. Having it just to have it, does not increase the fun.

Monday, October 12, 2009

October Video Update

Here's a quick look* at how things stand. Obviously the new collision detection isn't in and I had made a noob mistake while rendering the latest rammer enemy which left the annoying light halo around the outter edge of the ship.

See the few previous posts for a short breakdown of what is new and/or changed.

Anyhow, progress is being made. More to come.

(* Facebook folks may have to follow the link: http://deepbluexna.blogspot.com )

Connor the Game Designer

Now that I've got a level system in place for "Deep Blue" I introduced Connor to the level editor, basically just a .txt file inside Studio Express. I laid out the rules for him of what each level needed to be valid and showed him how to do a build so he could test. So I put him in the role of both level designer and head of Q.A.

And here's Connor working on very intense level design.


....followed only moments later by Connor explaining to me all the things that were wrong.

Yes..."Deep Blue" still has a long way to go.

He's ALIVE!!!!

Sorry, I couldn't resist. I'm referring to the enemy ships that are now animated (swimming). I used the "Sample Platformer" game that came with Studio Express as a base for the sprite animation system.

Even better, using the level system I've got enemy placement in the level with multiple enemy types, one animated and one non-animated. So now I guess I'd better get to work on working in a few more enemy types to play with.

I've got Connor working hard on level design, he's working in Studio Express on a .txt file for enemy placement. He's going through all the create/test/alter cycle to get things the way he wants them.

Hopefully I'll get a video up soon to show progress.