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.
Thursday, October 29, 2009
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.
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.
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.
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.
Sunday, October 4, 2009
Deep Blue 2.0
Things are moving pretty well with the restructuring. Here's a list of some of the changes, both big and small.
- (new) Logo screen with an image that may be swapped with a video before launched.
- (new functionality) Pop up windows ("How to Play" and "Credits") support multiple pages and an "open/close" state.
- (change) Projectiles are now stored in a List instead of an array to support infinite shots and stop the rubberbanding on the shotgun weapon.
- (new) Level object created, to support actual level design over the random spawn style game. Levels are designed and read in from a .txt file.
- (change) Enemies are now stored in a List instead of an array to support a variable number of enemies per level, as part of the level design change.
- (change) various cleanups of methods and classes.
- (change) and the big change was that the whole system is built in a modular fashion, instead of 90% of the code being found in one file. Individual classes for game screens, pickups, enemies, player, weapons, UI...etc. This was the entire reason for the teardown, so that the code could much more easily be modified for future games. It's also much easier to read through.
Still have a ways to go, but things are headed in the right direction now.
- (new) Logo screen with an image that may be swapped with a video before launched.
- (new functionality) Pop up windows ("How to Play" and "Credits") support multiple pages and an "open/close" state.
- (change) Projectiles are now stored in a List instead of an array to support infinite shots and stop the rubberbanding on the shotgun weapon.
- (new) Level object created, to support actual level design over the random spawn style game. Levels are designed and read in from a .txt file.
- (change) Enemies are now stored in a List instead of an array to support a variable number of enemies per level, as part of the level design change.
- (change) various cleanups of methods and classes.
- (change) and the big change was that the whole system is built in a modular fashion, instead of 90% of the code being found in one file. Individual classes for game screens, pickups, enemies, player, weapons, UI...etc. This was the entire reason for the teardown, so that the code could much more easily be modified for future games. It's also much easier to read through.
Still have a ways to go, but things are headed in the right direction now.
Thursday, October 1, 2009
Making Progress
Mr. Montgomery's solution seems to be working. After commenting code and excluding classes throughout the project "Deep Blue" is up and running again. I've got a logo screen, splash screen, main menu, game over screen, and the beginnings of the main game screen complete with controllable MANTA ship.
The work ahead still looks pretty daunting if I step back and look at the whole thing in it's entirety, but plugging things in one little step at a time hasn't been too bad so far.
I just hope all the extra time it's cost me on "Deep Blue" will be worth it (both for the completion of Deep Blue and for the next game...themed around the same engine).
The work ahead still looks pretty daunting if I step back and look at the whole thing in it's entirety, but plugging things in one little step at a time hasn't been too bad so far.
I just hope all the extra time it's cost me on "Deep Blue" will be worth it (both for the completion of Deep Blue and for the next game...themed around the same engine).
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