Archive for the ‘Gaming’ Category

RTS Engine Development in XNA – Build with one or build your own?

Sunday, November 22nd, 2009

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.

Xbox gaming this autumn

Tuesday, October 13th, 2009

Just as I’m getting so busy with work to spend any time on my Xbox 360, there seem to be a few great titles either already released or about to be released this autumn in time for the Christmas shopping season. I’ve been getting stuck in to Colin McRae: DiRT 2, and have recently acquired FIFA 10 (which I’m currently gaming through a Manager Mode season with my beloved Colchester United FC). In the pipeline are Forza Motorsport 3 and Modern Warfare 2, which will no doubt see me spending yet more money on gaming very soon. I’m still yet to finish Gears of War 2 on “insane” difficulty with my best buddy Nick, which I’ll be giving some focus to before I make more game purchases. We’re Nick is also continuing with some fascinating work on Blender, so we’re hopefully going to have some killer screenshots on show soon!