Archive for November, 2008
Lots of people are thinking of implementing some sort of in-game achievement system for their game. I took some time last weekend to submit an article for Ziggyware’s latest contest that shows how you can quickly get a nice little system in place: http://www.ziggyware.com/readarticle.php?article_id=217.
Here we are just a few days after the start of Existence and I have a pretty good start. Animated sprites, full tile map with collisions, and some fun floating sprites (those music notes you see in the screen shot bob up and down). Next up on my list of things to do is tweak [...]
While reading through the XNA forums, I noticed this quote. I decided to respond partly because they’re talking about my game, but also because I see two design “philosophies” that I rather disagree with:
I was really wanting more to be going on in Bloc, like the different colors doing different things. I’ve done enough design [...]
One of the trickier parts of starting out with XNA is figuring out what is called when and by whom and where you can put this or that without breaking something. It’s somewhat confusing at first. So I’m going to try to explain the flow of an XNA game as best I can. I can’t [...]
I’m not quite ready to announce the next game from Metacreature Games just yet. Partly because we’re still figuring out what exactly it is, partly because we have no art, and partly because we like to wait until we have it mostly done before announcing things.
However I did start a little side project today. I [...]
For those of you who don’t follow my every move, you may not know that my brothers and I (moreso my brother because I tend to be busy) run a little family/gamer blog over at SuperGravelynBros.com. Today Matthew, my older brother and lead designer on Bloc, wrote up a post that runs down some of [...]
It was pretty exciting seeing Bloc up on the marketplace last week. To see something you made on the Xbox in a place where, literally, millions of people will be able to download and buy is just crazy. But now we’ve reached a new level. Bloc has gotten press coverage.
In a post titeld XNA Preview: [...]
Extension methods are a new feature in C# 3.0 that we finally have full use of in our XNA games now that we are using Visual Studio 2008 (or Visual C# 2008 Express). Extension methods are simply static methods that are able to be used to simulate instance methods of any type. Put another way, [...]
