I’ve decided in the recent month to get cracking at producing an XNA game for the XBOX 360. After a few hours of graft I’m back to handling input, having a static camera and loading a texture on the screen which (by moving the static camera left and right) appears to shoot past the screen. I’m thinking of producing an “old school” platformer game as I just don’t see the kind of Mario/Sonic style of game (that brought me so much entertainment as a kid) sold in the shops these days. I do understand that games developers would rather take advantage of the technologies on offer to the fullest extent, but I’m not only going to produce a platformer as a learning exercise, but also to try and get platformers back on to a few XBOX 360′s. I’ll post code and examples when it looks good enough for me to share!
WarLight
I’m one of those types who appreciates a subtle distraction during the working day. I am a firm believer in the notion of a break every so often is necessary in order to work more effectively in the long-term for a given piece of work. Thanks to my friend Steve, I’ve been introduced to WarLight, and online risk-style game. It is turn based so there is no requirement to be signed in all of the time, but it provides the welcome 30 second distraction when needed!
Updated to 2011
As you’ve seen, the blog has been update to the nice WordPress 2011 theme (comes bundled with the latest update). I’m going to use this clean base as the base for any CSS tweaks. I particularly love the random image on the header – nice to have something like this come out of the box.
Hardboiled Web Design
After hearing on twitter that Andy Clarke’s new book, Hardboiled Web Design was finally being published, I got mighty excited. As those of you who know me are well aware, I’m a bit of a web development geek when not doing my day job. So, there’s a new book out that doesn’t drone over how to write markup and CSS, but rather jumps in and just gets on with practical examples. Count me in!
I’ve been following Andy’s progress on both his blog, and via some excellent working examples he’s posted online along the way. There is literally half the book just for CSS3, covering (in the form of practical examples of course) the myriad of selectors available. Suffice to say though, this book isn’t just about CSS3 – far from it in fact – but it does make a welcome and refreshing addition to any web developers bookshelf.
It’s forward thinking. That should be enough justification for it’s purchase alone. Too many times do we see on forums of people stating that “I won’t use this awesome piece of CSS3 functionality on my site because IE doesn’t support it yet”. Give me a break please! Andy very clearly explains that we should use today’s standard as the baseline, and (if necessary) “fix” support for old, depreciated browsers. That came from the days of Transcending CSS (which is still a useful reference point for me).
All in all a great read. Oh and for iPad lovers and those who like to save the planet, there are single and spread PDF versions of the book available too.
The September 2010 Update
It’s been a while since I posted on here, and I thought that the site could do with a bit of a refresh. I’ve upgraded to WordPress 3.0.1 and applied an excellant theme called Motion. I’ll be tweaking the theme over the coming weeks to personalise it a little to my own ideas, but I chose it because it cuts out so much of the legwork for things such as a calendar of posts.
I’ve recently fallen back in love with Modern Warfare 2 for Xbox 360, playing multiplayer with good friends. I’ve managed to get to level 31 after only a month of playing the odd hour here and there.
So, here’s to a few more blog posts!
3D Maps
Whilst this may not be the newest thing to come out of Google Maps, I was startled to find that all of Colchester is available in Google Maps Streetview in old-school 3D (the kind where you need the glasses that have red and blue lenses). Here is an example looking at the Jumbo water tower in Colchester. You’ll have to click on the little chap on the left hand side to get the 3d effect enabled.
I have an idea for a mapping web application, that whilst not using old-school 3D, will take advantage of the ever growing feature set of Google Maps. It will give me some valueable web application practice, and hopefully put a useful service out on to the Internet. More on that soon!
As for the RTS Game, the mapping engine for that is starting to come on nicely, and I’m hoping to have a few screenshots out within the next 3 weeks. I aim to start jotting down some tutorials on the more useful bits of RTS game development within XNA, and they shall appear in an articles section on this site.
Turning over a new leaf
2010 for me is a year that is still to have its high point. I have moved back to my home town, commuting to the city every day, and am slowly getting in to the routine of early start/late finish. Nick has been promoted (well done Nick!), and those those factors combined have meant that the RTS Game we’re working on has stalled somewhat… until now!
I opened up our code last night after a 3 month break, and started working on the map engine. I’m very excited by making that into a configuration file-driven game component for controlling the maps, their layout and textures, resource points etc. This engine is being written in such a way that the resources are read in “on the fly” and processed using the XNA content pipeline. This will also mean custom map development will be made very easy by means of creating a new configuration file that defines the map and the resources to use.
Watch this space!
New Year Gaming and Skyboxes
Since receiving Forza Motorsport 3 for Christmas, I’ve been hooked! I’m steadily working my way through the achievements and have several more to achieve as yet. This game, combined with Modern Warfare 2 and FIFA 10 have basically been my gaming titles over the holiday period.
The game that myself and Nick are developing has crept along at a slower-than-usual pace, due largely to the holidays, but nevertheless a SkyBox has been developed, integrated into our game solution as a content pipeline processor. This means that we have the ability to interpret game resources in a custom manner, meaning that it will be “wrapped” around our skybox. This will allow us to process things such as sky and other backdrops, visible and changing depending on the camera rotation etc. More on this when we have a suitable backdrop implemented.
The next month is a very exciting time for AllportGreenhillGames, with a set strategy being developed on how myself and Nick can take our pet project and turn it into something real.
RTS Engine Development in XNA – Build with one or build your own?
When it comes to building games, frameworks are what provide the tools for developers to do their job easier, without having to re-build every game component from the ground up, and also negate the developer from having to develop device drivers and the like. This not only saves time, but allows developers of games to concentrate on getting to the “nitty gritty” of games development, such as the way in which units behave, creating terrain, etc.
When embarking on the creation of an RTS Game, such as the game being developed by myself and Nick, the first question asked is “do we use an existing RTS Game engine (either written in our preferred language or ported), or do we create our own from scratch?”
We decided that given my lack of prior XNA knowledge, it would be best for my game development skills to create an engine from scratch. Not only would this allow our coding skills to become better, but this would allow us to create the logic for our game from the ground up, giving us full control of what the engine does and possibly give us a seperate product we can use to create further games. The only downside is, this approach inevitably takes much more time. This has probably been the single biggest contributing factor to the slippage in the development timescale of our game.
I remember talking to Nick about this subject during my recent visit to Birmingham and we eventually settled on an answer of whilst it is always down to the preference of the developer/development team, generally speaking by going straight into game development using an existing engine, developers will not get an appreciation for how the engine works at a code level (i.e. there may be things that could be improved or perhaps certain operations perform badly on a PS3). New developers entering game development should at least make a simple prototype game engine that demonstrates a grasp of key concepts, such as loading terrain, unit loading and maipulation, pathfinding for AI, etc. This means that when they come to use an existing RTS engine solution as a base for their games, they know what it does and the concepts behind the things it can do.
Back from Illness
The past two weeks have seen me visit Nick in Birmingham, catch his cold, return to work too early and now I’m unable to shift a cough. Even several sessions in the steam room at my local gym hasn’t helped. Luckily I have the next two days off to enjoy some quality time with my better half, although this coming Saturday I’ll be on a plane in the name of work.