Development Diary #02

By April 24, 2010 Blog, XNA Games 2 Comments

It will be a smaller update then the previous one’s, because i was quite busy with real life stuff. Most of my time went into designing a new design for our front garden, i must keep the misses happy ain’t i :).

I am just lucky that my girl supports me in this and provides some time for me to actually code and design my game. Enough chatting about that, on to the game. The main issue i was facing is that this project began as a simple test for me, just to see how tiling worked and to see if i would make some similar results. Once i got that properly working, the editor came to life. I just kept on adding new stuff to the editor that soon the design was just a mess. Now it was time to bring an engine to life, that i can use the code for both the editor and the game itself (a prototype game only exists then). After many line’s of code written and creating textures for everything i stood where i was a few weeks ago, and soon the game will be ready to be play for the public, even with special hardware from sites as yourgamingsetup.com.

Now it was time to add some actual game flow. I wanted that the game consist out of several missions that the player can play. Now these missions must support multiple maps (if i need them), to use teleporters or elevators or just plain doors, that will lead in to a different area. To support this kind of feature i needed to rewrite a lot inside the engine’s core, this took some time to get it in way i wanted it to be.

After the support of missions, cinematics (cut scene’s) came to life. Because let’s face it, a game without some story telling or some automatic gameplay (intro’s orso) isn’t much fun. As i am not really the greatest story teller, i just suck at it… I am trying to do my best. After some night’s of programming, i finally had my cinematic system the way i want it. This system provides me with all kinds of stuff that i can use to automate the world, or just show dialogs to the player. All the cinematics will be loaded from Content XML files when they are needed. This way its easy to add new features and to adjust settings inside the cinematics.

Here is a short video of this system:

httpvhd://www.youtube.com/watch?v=7o4-BLB6MXk
See it in HD on youtube

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