<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2246107014993290765</id><updated>2026-09-10T19:05:25.713+01:00</updated><category term="gta"/><category term="opinion"/><category term="rockstar"/><category term="grand theft auto"/><category term="gta v"/><title type='text'>Developing Developer</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://devingdev.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://devingdev.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>masteratt</name><uri>http://www.blogger.com/profile/10177569990621544374</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>10</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2246107014993290765.post-3349133047050131967</id><published>2026-09-10T19:03:23.970+01:00</published><updated>2026-09-10T19:04:50.591+01:00</updated><title type='text'>AAA: Good business = good art</title><content type='html'>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;So, on the same day Sony cancelled their partnership with Kojima on his next action espionage game, we get Wolverine reviews that would be underwhelming by Sony standards.&lt;br /&gt;&lt;br /&gt;I have a suggestion here for that combination of news...&lt;span class=&quot;post-normal group14-post-normal&quot;&gt;People keep saying &quot;don&#39;t be naive, gaming is a business. The suits need to tighten the spreadsheet. It&#39;s not just art.&quot;&lt;br /&gt;&lt;br /&gt;YEAH, NO SHIT.&lt;br /&gt;&lt;br /&gt;But you know what also makes good business?&lt;br /&gt;&lt;br /&gt;MAKING BETTER ART.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;This is an industry where people are literally buying your art&lt;/b&gt;. They&#39;re not buying &quot;the optimal cost-to-return ratio that maximised shareholder value.&quot; They&#39;re buying games because they want to be entertained, surprised, immersed, excited, etc.&lt;br /&gt;&lt;br /&gt;It feels like Wolverine is Insomniac in &quot;meh, get it out the door&quot; mode. An uninspired game, basic combat, extreme hand holding, all seemingly designed to please the Sony/Marvel corporate machine rather than actually make something memorable.&lt;br /&gt;&lt;br /&gt;And that&#39;s the part that pisses me off, this corporate &quot;please the shareholders at all costs&quot; culture is fucking everything up. I can boycott some of it. I can stop subscribing to things, not use the microshit OS, stop buying certain products, whatever fine, more than happy to do that. But don&#39;t make me step away from my high budget games! By turning it into soulless shit because someone needed to make a quarterly spreadsheet look slightly better.&lt;br /&gt;&lt;br /&gt;I know some will say &quot;wasn&#39;t that always AAA games? lol&quot;. No absolutely not. Most of the game I loved the most are AAA, recent or otherwise (Batman Arkham series, Star Wars Jedi series, Dragon Age [bar Veilguard], Mass Effect, Red Dead Redemption 2, etc etc I don&#39;t want a 5 mile long bracket here).&lt;br /&gt;When AAA is done well, nothing comes even close for me. AAA games have the resources to do things that smaller games simply can&#39;t. When you combine that budget with genuinely talented developers and a willingness to actually make something great, you get some of the best entertainment ever made.&lt;br /&gt;&lt;br /&gt;Similar thing with Sony games, there was a time when I would have considered myself a Sony fanboy. But at this point I genuinely hope they crash and burn and are forced into a massive reset. &lt;br /&gt;And sack that fucking Hulst or whatever his name is, he&#39;s been absolutely nothing but shit since he came in. I know that&#39;s not how corporations work, they&#39;ll probably just replace one yes-man with another person whose job is ultimately to follow the money but still.&lt;br /&gt;&lt;br /&gt;OPTIMALLY: I&#39;d rather they went private, but I know that&#39;s not even remotely realistic.&lt;br /&gt;&lt;br /&gt;But there&#39;s a reason Valve can be absolutely massive while barely doing anything and still have an absurd amount of goodwill. They don&#39;t do EVERYTHING, ALL THE TIME, to min-max profits for their shareholders. They can do win-win situations that address customer needs and wants even if it doesn&#39;t guarantee a bazillion percentage return or would mean they leave some money on the table (if not outright lose some). People pay that back not only in money but in goodwill and loyalty (there are MANY stores and launchers on PC, people are die hard Steam fans for a reason).&lt;br /&gt;&lt;br /&gt;At some point Sony understood this, I think mainly when they were getting their ass handed to them by X360. So I think they just need another humbling slap. This slap might not be coming just for Sony but for the whole AAA industry by the looks of it if it carries on this way.  &lt;/span&gt;&lt;/p&gt;</content><link rel='replies' type='application/atom+xml' href='http://devingdev.blogspot.com/feeds/3349133047050131967/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://devingdev.blogspot.com/2026/09/aaa-good-business-good-art.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/3349133047050131967'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/3349133047050131967'/><link rel='alternate' type='text/html' href='http://devingdev.blogspot.com/2026/09/aaa-good-business-good-art.html' title='AAA: Good business = good art'/><author><name>masteratt</name><uri>http://www.blogger.com/profile/10177569990621544374</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2246107014993290765.post-3482345572638328085</id><published>2013-10-07T01:55:00.001+01:00</published><updated>2013-10-07T01:56:11.698+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="grand theft auto"/><category scheme="http://www.blogger.com/atom/ns#" term="gta"/><category scheme="http://www.blogger.com/atom/ns#" term="gta v"/><category scheme="http://www.blogger.com/atom/ns#" term="opinion"/><category scheme="http://www.blogger.com/atom/ns#" term="rockstar"/><title type='text'>How Rockstar succeeded but failed with GTA V</title><content type='html'>GTA V is the biggest, most activity filled GTA to date. It succeeds on &#39;giving fans what they want&#39;, so then why is it the first GTA I have ever played that didn&#39;t have that &#39;GTA magic&#39;?&lt;br /&gt;
&lt;br /&gt;
I think it is because Rockstar gave fans what they want.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;Living in the shadow of 2004 San Andreas in 2013 San Andreas&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
One of the things with this game is, it feels like Rockstar went to the drawing board after the mass &#39;dislike&#39; (or &#39;louder&#39; dislike) of IV.&lt;br /&gt;
This is sound in principle but lame in execution. As a company, especially one the likes of Rockstar, they really need to push their own limit. Not only in technology (which they have done in V) but in design, and craft their own game.&lt;br /&gt;
&lt;br /&gt;
But instead it feels like when they went back to the drawing board, they went to the one from 2004 San Andreas release and basically re-ticked everything they&#39;ve done almost a decade ago.&lt;br /&gt;
&lt;br /&gt;
This is not exciting for couple of key reasons:&lt;br /&gt;
&lt;br /&gt;
1) We&#39;ve already seen it all.&lt;br /&gt;
&lt;br /&gt;
2) We are now 9 years older and want to play something more grown up.&lt;br /&gt;
&lt;br /&gt;
Let me quickly note IV addressed these two key points in the following ways:&lt;br /&gt;
&lt;br /&gt;
1) They crafted a brand new next-gen engine that was more physics focused. Which eliminated the arcadey/cartoonish feel of the mechanics, leading to a more &#39;hardcore&#39; experience.&lt;br /&gt;
&lt;br /&gt;
2) The story was original, mature in themes it touched on and despite keeping the humour, felt close to heart and down to earth, itching that scratch of the grown up fans.&lt;br /&gt;
&lt;br /&gt;
V doesn&#39;t address these two key points and fails in both. They devolved the game back to 2004. Giving us less advanced physics and more arcadey everything, and gave us a story and characters that are very forgettable and more cliché.&lt;br /&gt;
&lt;br /&gt;
They ticked the boxes from the 2004 in a heartless way and when you do it just for the sake of doing it, it lacks that spark.&lt;br /&gt;
&lt;br /&gt;
Rockstar, if I want to play 2004 San Andreas, I will play 2004 San Andreas. I don&#39;t want to buy a 2013 GTA to play a 2004 one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Let&#39;s aim for every goal, hit none&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
Another key flaw of V I felt, outside its lacking heart and originality is the extension of that, in that it tries too much. It tries to please every fan that ever had to say anything about GTA. Each character is basically a representation of one GTA crowd. Franklin being San Andreas, Michael the Mafia, stylish white male (GTA I/II/III/VC) vibe and worst of all, Trevor, who everyone who hasn&#39;t played GTA thinks what GTA is about; a maniac for the sake of being a maniac.&lt;br /&gt;
&lt;br /&gt;
This is a huge cop out by Rockstar and is very cheap. To top it off, I feel Trevor &amp;nbsp;is pretty much insulting to the GTA fans to say &quot;yep, this is what this game is now lulz&quot; along with the simple fact, playing a maniac who is a maniac is just not fun. Well, maybe it is if you are 10 years old, but is that the crowd Rockstar wants. You wouldn&#39;t think so since Michael has to deal with family issues and go to therapy sessions.&lt;br /&gt;
&lt;br /&gt;
So really the game is all over the place, never having a focus and in that failing to draw someone who is looking for something satisfying and substantial out of the game&#39;s story. These three characters do not have enough weight to draw in you into all their lives. Maybe you will connect with one, maybe. But Rockstar basically threw (3) shits to the wall, hoping one would stick and hoping they would come together in the overall story arc. Again there wasn&#39;t enough heart and attention in the overall story for that to work, not to mention it felt pretty short and rushed in some aspects to be able to pull off that scale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;Does Rockstar still love GTA?&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Now, let me end this by saying, I still thought V was a fun game. But as a 25 year old life long gamer, it just didn&#39;t satisfy me the same way IV did. With IV, GTA grew up, with V, Rockstar listened to fans who were stuck in 2004. That&#39;s not bad, I enjoyed the game, but didn&#39;t love it (as I have done with every GTA so far).&lt;br /&gt;
&lt;br /&gt;
I overall felt V didn&#39;t push the boundaries (outside the amazing technology), which is highly disappointing for a GTA and a Rockstar game.&lt;br /&gt;
&lt;br /&gt;
Now, the fact Rockstar is actually listening to us is worrying. They are a company who are quite, tight lipped and usually have great confidence in what they are doing and executing. So why then so much crowd chatter went into V. Did they think IV was &quot;bad&quot; too so their confidence was shattered to the point they felt they need to turn their ear to the crowd?&lt;br /&gt;
&lt;br /&gt;
Or even worse, do they no longer care enough about GTA internally so they just went through the motions to create one that just ticked off whatever the crowds were shouting for?&lt;br /&gt;
&lt;br /&gt;
Or maybe it is me. Maybe I have outgrown what GTA &quot;should be&quot; and I should stop being a grandpa and shut the hell up. Maybe so, but I hope in some GTA soon, Rockstar decides they want to grow up again.</content><link rel='replies' type='application/atom+xml' href='http://devingdev.blogspot.com/feeds/3482345572638328085/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://devingdev.blogspot.com/2013/10/how-rockstar-succeeded-but-failed-with.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/3482345572638328085'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/3482345572638328085'/><link rel='alternate' type='text/html' href='http://devingdev.blogspot.com/2013/10/how-rockstar-succeeded-but-failed-with.html' title='How Rockstar succeeded but failed with GTA V'/><author><name>masteratt</name><uri>http://www.blogger.com/profile/10177569990621544374</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2246107014993290765.post-8538440750421029694</id><published>2013-06-19T15:37:00.000+01:00</published><updated>2013-06-19T15:37:17.926+01:00</updated><title type='text'>Downfall of AAA games</title><content type='html'>10/10.&lt;br /&gt;
&lt;br /&gt;
Masterpiece.&lt;br /&gt;
&lt;br /&gt;
Citizen Kane of videogames.&lt;br /&gt;
&lt;br /&gt;
Best survival game ever made.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Those are some of the statements and opinions you can find around the newly released Naughty Dog game; The Last Of Us.&lt;br /&gt;
&lt;br /&gt;
This, as a gamer, stresses me. The reason why is simple, it lowers the 
bar for what makes games games in the first place and in some instances 
makes them completely disappear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Lowers the bar for games?&lt;/b&gt;&lt;br /&gt;
 This is not a game. Now that might sound like an extreme statement but 
only one thing is keeping that from being true. And that&#39;s the open 
battles.&lt;br /&gt;
&lt;br /&gt;
Outside the open battles the player has zero input into this game. No 
world navigation, no character interaction, no dialogues, no morality 
choices, no ally control, no side missions to pick from, no nothing. 
Everything in this game is in there and you can&#39;t do anything about any 
of it. That is not interactive.&lt;br /&gt;
&lt;br /&gt;
You clear an area, and the game presses &#39;play&#39; and you watch.&lt;br /&gt;
&lt;br /&gt;
There are further things in this piece that demonstrate the compromise of game design.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 &lt;b&gt;Survival?....Where?&lt;/b&gt;&lt;br /&gt;
 This is where it gets really bad. For a survival game, you have to make
 big cuts to player luxury so they can get that sense of desperation. 
This is something unfortunately Naughty Dog, and AAA games in general do
 not do. They hand you all the tips, tricks, checkpoint systems, HUD 
prompts, whatever you need and then some to get through this &quot;cruel&quot; 
world.  &lt;br /&gt;
&lt;br /&gt;
Not good enough. If you want to make a game in this setting, do not 
water it down so much where your game design is in direct contradiction 
with the setting.&lt;br /&gt;
 When I die in a survival game, the biggest consequences should not be 
me losing 40 seconds of progress. This defeats the whole desperation 
aspect the very core of the genre relies upon.  &lt;br /&gt;
&lt;br /&gt;
This is a shooter with limited ammo at best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;b&gt;Ellie...The companion that never was.&lt;/b&gt;&lt;br /&gt;
 This is a companion we are supposed to care for. But again, in no way 
interact with so how exactly are we supposed to care for her. This is a 
game, if you want us to invest in something, build a game play mechanic 
around it.&lt;br /&gt;
&lt;br /&gt;
There are dialogues littered through the game once or twice (where you 
press Triangle and listen) but that&#39;s about it. We don&#39;t look after her 
in the game, how about sharing food and what-not with her (if there were
 such mechanics anyway). No &#39;stop&#39; and &#39;follow&#39; commands,  which would 
have made us care for her as we looked after her in battle (even if only
 early on). And to make matters worse, she is not believable in the game
 world...&lt;br /&gt;
&lt;br /&gt;
...She is invisible to the enemy, sometimes walks right into the 
enemy....And I can&#39;t remember how many times I walked into a bathroom 
for scavenging and when I turned around to exit, Ellie was right up my 
ass blocking the way.&lt;br /&gt;
&lt;br /&gt;
Again, another example where something in the game adds nothing of value to game play and even detracts from it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;b&gt;Why are you picking on this game!&lt;br /&gt;
&lt;/b&gt;I am not. I am giving examples on how AAA games devolved into 
mainstream mess where a game can&#39;t do what it wants to do because all 
the players are treated like 12 year old retards. That&#39;s what truly gets
 to me and I can&#39;t stand it.&lt;br /&gt;
&lt;br /&gt;
I don&#39;t want my hand held in every game. I don&#39;t want to be &quot;along for 
the ride&quot;. These are things that go completely against why this medium 
is great and for game developers to sacrifice interactivity for the sake
 of ease of use or automation is just mind bogglingly anti-games and 
even a word I hate to use; lazy.&lt;br /&gt;
&lt;br /&gt;
I have used The Last Of Us as it has been praised as the king of games 
and I really really really don&#39;t want AAA games to continue on this 
path.
    </content><link rel='replies' type='application/atom+xml' href='http://devingdev.blogspot.com/feeds/8538440750421029694/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://devingdev.blogspot.com/2013/06/downfall-of-aaa-games.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/8538440750421029694'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/8538440750421029694'/><link rel='alternate' type='text/html' href='http://devingdev.blogspot.com/2013/06/downfall-of-aaa-games.html' title='Downfall of AAA games'/><author><name>masteratt</name><uri>http://www.blogger.com/profile/10177569990621544374</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2246107014993290765.post-7711235253937280872</id><published>2012-12-02T03:46:00.000+00:00</published><updated>2012-12-02T03:50:07.730+00:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="gta"/><category scheme="http://www.blogger.com/atom/ns#" term="opinion"/><category scheme="http://www.blogger.com/atom/ns#" term="rockstar"/><title type='text'>Why I think Rockstar is avoiding RPG elements in GTA</title><content type='html'>&lt;h3&gt;
&lt;b&gt;What is being addressed here&lt;/b&gt;&lt;/h3&gt;
Ever since San Andreas teased us with a little bit of RPG, fans of the franchise had a taste for it, and asked for Rockstar to make it a more permanent and a bigger part of the franchise.&lt;br /&gt;
&lt;br /&gt;
Rockstar only emphasised with the fans recently on the appearance part. Commenting that the current resolution of the characters makes appearance changes (fat / slim) a difficult task and it was more easy to get away with it on PS2.&lt;br /&gt;
&lt;br /&gt;
What about levelling up your weapons as you use them, XP and even sex appeal that SA had. &lt;br /&gt;
&lt;br /&gt;
&lt;h3&gt;
&lt;b&gt;OK, so what is your take on it&lt;/b&gt;&lt;/h3&gt;
I feel RPG elements puts a very strict creative shackle on Rockstar&#39;s story and character creation. If we look at where Rockstar is taking GTA this gen, they are going for a very precise and tailored experience. The characters are laser focused and so much detail is put into each one that putting in RPG elements would throw all that work out the window. As putting in RPG elements is to hand the DNA of the character to the player, effectively throwing out the work Rockstar has done.&lt;br /&gt;
&lt;br /&gt;
GTAV&#39;s three characters is a clever way to give key characteristics of the franchise to three different characters so the immersion never breaks.&lt;br /&gt;
&lt;br /&gt;
They are giving you the variety you crave, without giving you control.&lt;br /&gt;
&lt;br /&gt;
&lt;h3&gt;
&lt;b&gt;But we are the players, we want control of our characters!&lt;/b&gt;&lt;/h3&gt;
This is where it gets tricky. To give control is to take away immersion. Imagine if Niko did most of the stuff in GTAIV as some fat guy. Or even when he was talking about morality in one cutscene, and then soon as gameplay starts, the player rockets someone in the face. That doesn&#39;t work for Rockstar&#39;s current vision.&lt;br /&gt;
&lt;br /&gt;
They want us to respect their characters on the level of &quot;well, Trevor would never do that&quot;. This creates a stronger character through believability and thus we are drawn into the world much more like any well written TV show.&lt;br /&gt;
&lt;br /&gt;
&lt;h3&gt;
&lt;b&gt;Rockstar, WHY SO SERIOUS?!&lt;/b&gt;&lt;/h3&gt;
Even though many like to see GTA as some silly game where you go around blowing up cops, Rockstar as the creator, I suspect has much more respect for it. Rockstar has a reputation of raising the bar and pushing boundaries. And they can&#39;t do that when they give you the PS2-era GTA over and over again for 10 years.&lt;br /&gt;
&lt;br /&gt;
They clearly felt the next level of GTA lies in more immersion, more believable characters that sell you emotion. &lt;br /&gt;
&lt;br /&gt;
It&#39;s simply Rockstar going from being top of the class in Adult Swim to trying to go to the top of the class in HBO. &lt;br /&gt;
&lt;br /&gt;
And knowing Rockstar, they won&#39;t rest until they get there. And once they do, who knows what challenge they will take on next. Maybe it will be to create a GTA-RPG. That is what is so exciting about Rockstar.&lt;br /&gt;
&lt;br /&gt;
For now though, you are going to have to trust them to give you characters that best fit the world.</content><link rel='replies' type='application/atom+xml' href='http://devingdev.blogspot.com/feeds/7711235253937280872/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://devingdev.blogspot.com/2012/12/why-i-think-rockstar-is-avoiding-rpg.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/7711235253937280872'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/7711235253937280872'/><link rel='alternate' type='text/html' href='http://devingdev.blogspot.com/2012/12/why-i-think-rockstar-is-avoiding-rpg.html' title='Why I think Rockstar is avoiding RPG elements in GTA'/><author><name>masteratt</name><uri>http://www.blogger.com/profile/10177569990621544374</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2246107014993290765.post-9155165424359612845</id><published>2012-08-27T04:32:00.000+01:00</published><updated>2012-08-27T05:05:03.393+01:00</updated><title type='text'>Variety may be the spice of life</title><content type='html'>But it sure as hell doesn&#39;t get you anywhere when it comes to a project.&lt;br /&gt;
&lt;br /&gt;
What am I talking about? Well, since that last post I have &#39;put on hold&#39; the POTUS game, started a top-down-zombie-shooter-tower-defense game on XNA and now, I have gone a little Hollywood.&lt;br /&gt;
&lt;br /&gt;
That&#39;s right, 3D. I have also gone into Unity, which has made quite the impression on me in these super early stages. &lt;br /&gt;
&lt;br /&gt;
In two hours, with &lt;b&gt;great &lt;/b&gt;help from &lt;b&gt;&lt;a href=&quot;http://www.youtube.com/user/BurgZergArcade&quot; target=&quot;_blank&quot;&gt;this dude&lt;/a&gt;&lt;/b&gt;, I have made a 3D &#39;cube floor&#39; with a 3D &#39;evil cube&#39; chasing me on it:&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2Zr35Jn3ySqkxe3ajvS_eSRjnVussUtLTNIbaIiOPcW-HIEn79RcRTaU6jqZzAOlCXI7qp4mDs69wozpKmWa3bvhjAWrivM_djDXyRCWeDuJ-VcLmGtTljdtjpF8qirPj3S1yEv9Owkaq/s1600/evilCube.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;293&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2Zr35Jn3ySqkxe3ajvS_eSRjnVussUtLTNIbaIiOPcW-HIEn79RcRTaU6jqZzAOlCXI7qp4mDs69wozpKmWa3bvhjAWrivM_djDXyRCWeDuJ-VcLmGtTljdtjpF8qirPj3S1yEv9Owkaq/s400/evilCube.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;h3&gt;
The red line is a debug line showing what the evil cube is targeting (which is poor old me!). &lt;/h3&gt;
&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
I wanted to go 3D and I wanted to work on writing AI, as I had little to
 no idea on how to do it. And voilà, two birds with one stone. Of course
 this is all basic stuff but any step is a good step.&lt;br /&gt;
&lt;br /&gt;
The great thing about Unity is, all that took literally about five lines of code. The controls, graphics, even the targeting was all handled by Unity. All I had to say was in basic code &quot;move evil cube to where player is&quot; and done. As Mr Burns would say, that is simply, eeexceeleeent. &lt;br /&gt;
&lt;br /&gt;
I could write more about how great Unity is but is there any need. And anyway this is not a Unity advertisement but it just goes to show as someone who is new to all this, how a widely accepted game engine like Unity, even to a newbie, immediately shows why it is widely accepted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, the big question - What is next? Well, I would like to actually finish one project but I can&#39;t seem to help venturing off to new exciting places. After all, this is a hobby but there is no harm in a hobby turning into a portfolio of sort I guess. Which means the plan is to finish the top-down-zombie-shooter-tower-defense game on XNA.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, here it is in all it&#39;s early-stage glory (programmers never were good at art):&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_-ZNtgEctY8IOUGlUloPCIDYz_ZKy8OnjSydPmI3nHjqQaEOgXFGmgTI8WYpYt__GRgfk2li0qIX_qog8BjoKfelSJfm8tFxPKNpxoR2NVCmG2Vbz73fxMexpbbcw8jz9yhreODppUtZq/s1600/top-down-zombie-shooter-tower-defence+game.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;191&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_-ZNtgEctY8IOUGlUloPCIDYz_ZKy8OnjSydPmI3nHjqQaEOgXFGmgTI8WYpYt__GRgfk2li0qIX_qog8BjoKfelSJfm8tFxPKNpxoR2NVCmG2Vbz73fxMexpbbcw8jz9yhreODppUtZq/s320/top-down-zombie-shooter-tower-defence+game.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;h3&gt;
&lt;a href=&quot;http://www.youtube.com/user/SaladRaider&quot; target=&quot;_blank&quot;&gt;Credit for tutorials/help to this dude&lt;/a&gt;&lt;/h3&gt;
&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
It is worth noting the back end of the top-down-zombie-shooter-tower-defense game is super tidy. It is definitely the tidiest project I have made and I am very proud of it in that aspect.&lt;br /&gt;
&lt;br /&gt;
The game side of it, I will try a couple of small detail things that won&#39;t blow anyone away but hopefully will make for somewhat an intriguing experience. They might not even work well, I just want to experiment with some game design.&lt;br /&gt;
&lt;br /&gt;
Anyway, I&#39;ll make a separate post for that in a while when it advances a bit more. Today&#39;s post was all about variety (or ADHD), Unity, 3D and...EVIL CUBES! </content><link rel='replies' type='application/atom+xml' href='http://devingdev.blogspot.com/feeds/9155165424359612845/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://devingdev.blogspot.com/2012/08/variety-may-be-spice-of-life.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/9155165424359612845'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/9155165424359612845'/><link rel='alternate' type='text/html' href='http://devingdev.blogspot.com/2012/08/variety-may-be-spice-of-life.html' title='Variety may be the spice of life'/><author><name>masteratt</name><uri>http://www.blogger.com/profile/10177569990621544374</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2Zr35Jn3ySqkxe3ajvS_eSRjnVussUtLTNIbaIiOPcW-HIEn79RcRTaU6jqZzAOlCXI7qp4mDs69wozpKmWa3bvhjAWrivM_djDXyRCWeDuJ-VcLmGtTljdtjpF8qirPj3S1yEv9Owkaq/s72-c/evilCube.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2246107014993290765.post-6627175248976406301</id><published>2012-05-07T22:12:00.004+01:00</published><updated>2012-05-07T22:18:00.421+01:00</updated><title type='text'>The State of things</title><content type='html'>Having a menu system built was one of my top priorities, because well, that&#39;s the first thing the game has. When I started as a complete&amp;nbsp;clueless&amp;nbsp;game programmer, I thought that would be one of the simplest things. After having a few mini-projects built, none of which having a menu system, showed me that it was in fact one of the harder things.&lt;br /&gt;
&lt;br /&gt;
It&#39;s because the creation of menus is tied to a key component of the code and that is the key to managing the state of the game. Once I read about it and understood it (or I thought I understood it), I just couldn&#39;t apply it, there was something missing. I tried understanding &lt;a href=&quot;http://create.msdn.com/en-US/education/catalog/sample/game_state_management&quot;&gt;Microsoft&#39;s game state management project&lt;/a&gt;, and even though I could do simple things within it, if someone asked me to reverse engineer that, I simply couldn&#39;t. As I didn&#39;t know the thinking behind it when building it.&lt;br /&gt;
And I think reverse engineering any given code is important because if you can&#39;t, it means you don&#39;t know what it&#39;s doing and most of your coding later on will be based on luck or hours of frustration until you fumble into the solution.&lt;br /&gt;
&lt;br /&gt;
So I did more and more reading and finally &lt;a href=&quot;http://xnagpa.net/xna4rpg.php&quot;&gt;came across this amazing tutorial&lt;/a&gt;. There is not much to say about it other than it walks you through the process which is amazing. And it is a process that leads to an amazingly built clean and powerful library. It still took me some time to understand his explanation but the fact I now have a state management system that I can reverse-engineer is a great boost.&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;http://i230.photobucket.com/albums/ee248/masteratt/POTUSmainmenu.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;236&quot; src=&quot;http://i230.photobucket.com/albums/ee248/masteratt/POTUSmainmenu.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;This is what you end up with after following the tutorial. As simple as it looks, it has a powerful code backing it.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;
&lt;br /&gt;
It does lack one thing though, it doesn&#39;t set exercises for you to make sure you understood what he is doing. &amp;nbsp;So it is worth doing few exercises on your own. Like adding a screen from scratch that he doesn&#39;t have. Having menus go into other menus, or having a Exit game showing you a &quot;are you sure?&quot; pop-up. By end of Part 4 I could do all that confidently which is a&amp;nbsp;testament&amp;nbsp;to the strength of his &quot;show code, explain code&quot; method.&lt;br /&gt;
&lt;br /&gt;
That is another thing done. Now I really need to figure out, as mentioned in the last post, what kind of project I actually want. Otherwise it&#39;s hard to code when I don&#39;t know what I should be coding. If nothing comes to mind it&#39;ll be a collection of mini-games that are different genres, or I might emulate an existing game in full somewhere down the line.&lt;br /&gt;
&lt;br /&gt;
For now though, learning&amp;nbsp;continues.</content><link rel='replies' type='application/atom+xml' href='http://devingdev.blogspot.com/feeds/6627175248976406301/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://devingdev.blogspot.com/2012/05/state-of-things.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/6627175248976406301'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/6627175248976406301'/><link rel='alternate' type='text/html' href='http://devingdev.blogspot.com/2012/05/state-of-things.html' title='The State of things'/><author><name>masteratt</name><uri>http://www.blogger.com/profile/10177569990621544374</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2246107014993290765.post-1077853360260037084</id><published>2012-03-14T13:50:00.002+00:00</published><updated>2012-03-14T13:52:48.044+00:00</updated><title type='text'>Jack of all trades, master of none</title><content type='html'>I have been messing around with XNA a lot more now. Got my head around *basic* game development in general and it is nice to know when I try another engine like Unity, I am not completely clueless. Add my experience to millions of developers out there when they say, if you learn one, you can use them all.&lt;br /&gt;
&lt;br /&gt;
This blog has served its purpose, it pushed me through the harsh beginnings but now I feel whenever I want to post here it&#39;s going to be a tutorial you can find 100s of out there (lots of great XNA help on the web) or it&#39;s going to be half-baked ideas/demos like the ones below.&lt;br /&gt;
&lt;br /&gt;
I have done side scroller, top down mechanics [seen below] and am now working on point and click but I never get too far because I have no vision. So I need to sit down and do the pre-development phase, and get a full vision for a game before I sit down to code it. That is what I have learnt from all this. Seems obvious in hindsight but after all this started as strictly programming exercise.&lt;br /&gt;
&lt;br /&gt;
I will open another blog [or post here] when I have a game in mind and it&#39;ll be much more interesting to blog a game progress instead of random programming ramblings.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Hope to see you then.</content><link rel='replies' type='application/atom+xml' href='http://devingdev.blogspot.com/feeds/1077853360260037084/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://devingdev.blogspot.com/2012/03/jack-of-all-trades-master-of-none.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/1077853360260037084'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/1077853360260037084'/><link rel='alternate' type='text/html' href='http://devingdev.blogspot.com/2012/03/jack-of-all-trades-master-of-none.html' title='Jack of all trades, master of none'/><author><name>masteratt</name><uri>http://www.blogger.com/profile/10177569990621544374</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2246107014993290765.post-3116989707902670871</id><published>2011-10-30T10:33:00.003+00:00</published><updated>2012-01-15T02:54:00.299+00:00</updated><title type='text'>Objectify the world (and running into walls, literally)</title><content type='html'>Here is a video of Ash running into walls:&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;br /&gt;&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/gZzUVMKM934?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;i&gt;&lt;b&gt;Note: The lag comes from FRAPS.&lt;/b&gt; &lt;/i&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
This version is different from the last version of my project that was posted. You might be thinking, &quot;duh, you went from a side scroller to a top down adventure game&quot;. While that is the obvious change, there is a much more important change hidden away at the back-end; everything is objectified.&amp;nbsp;&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
This is a key programming technique that most tutorials I went through to learn stuff ignored for some reason. This caused huge confusion and mess when trying to implement different aspects from different tutorials.&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
This confusion and mess in fact is why object-orianted programming took off. It&#39;s much easier to design, code, and manage.&amp;nbsp;&amp;nbsp;&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
It didn&#39;t help the confusion and the mess that I didn&#39;t know 100% what was happening in those tutorial files. So I just want to take a minute to write about being careful about doing tutorials. Learn the process, don&#39;t just do it. If you don&#39;t understand the ideas behind the code, even if you understand the code itself (there IS a difference between the two), it will cause you a lot of problems in the near future.&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
&lt;br /&gt;
This has happened to me the other day, I wanted to modify something in my file and ran into hours of hair ripping frustration, simply because:&lt;/div&gt;
&lt;ol&gt;
&lt;li&gt; It wasn&#39;t OO (object oriented) &lt;/li&gt;
&lt;li&gt;I wasn&#39;t really sure what was going on in the code because I didn&#39;t understand the tutorials fully as I was doing them&lt;/li&gt;
&lt;/ol&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
So those are two things that stuck with me through this experience and I took my knowledge from the side scroller project to a new project that is coded better/tidier from the ground up and is in a genre I am much more interested in working with.&lt;br /&gt;
Other than learning through pain and transitioning to a new project, I&#39;ve also been working on: &lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;font-family: Arial,Helvetica,sans-serif; text-align: left;&quot;&gt;
&lt;span style=&quot;font-size: large;&quot;&gt;&lt;b&gt;&amp;nbsp;Collision&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
It was a big pain and I&#39;m glad it is out the way. It got out the way hugely &lt;a href=&quot;http://www.youtube.com/watch?v=vCfuMf1yTJg&quot;&gt;thanks to this tutorial.&lt;/a&gt; Not only did he nicely explain the concept and the practise behind the collision engine, he also gave a source file that was OO! So, a great help there.&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
With the code objectified, and collision engine set-up, I can now at least design a screen, which gives me great momentum to carry on this project.&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
&lt;i&gt;Speaking of design, everything you see is placeholder assets.&lt;/i&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left;&quot;&gt;
&lt;b style=&quot;font-family: Arial,Helvetica,sans-serif;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;To do list&lt;/span&gt; &lt;/b&gt;&lt;br /&gt;
(in the order of where they are swimming around in my head):&lt;/div&gt;
&lt;ul&gt;
&lt;li&gt;Animation- As you may have noticed, there is no animation. Last engine I used shown in the last post was way too messy and didn&#39;t go well with my clean OO project. Not to mention, once again, I hadn&#39;t fully grasped it. I will be implementing one that I understand and so even if it isn&#39;t neat, I can tidy it up myself.&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&amp;nbsp;Screen management- Figure out screen management system and implement it. Once implemented, it will give me a main menu, in game menus and ability to switch screens. This one is a biggie and will be another momentous push once figured out.&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;Do some paper work design- This is indeed mostly a programming project, but I also want to get some paper work done on the game itself. Design screens on paper, script, some kind of back story, overall story arc, and so on. &lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;HUD- I am mainly thinking a mini-map but my [so far] little research  lead me to believe it might be way out of reach of my current abilities,  not to mention the game might not need it. If I&#39;m convinced the game  needs it, it will probably be one of the later things I build so I am  better experienced by that point and the location layouts have been designed that the  mini-map can copy.&amp;nbsp; &lt;/li&gt;
&lt;/ul&gt;
Updates have been slow, because, well, I&#39;ve been slow on grasping some fundamentals of XNA, and heck, sharpening up on programming concepts in general.&lt;br /&gt;
&lt;br /&gt;
Also I don&#39;t get a lot of time to work on this, what with work-work and uni work. But hopefully next update should be a good one (and less word heavy, more screens/videos), as the foundations for the game are slowly but surely building.</content><link rel='replies' type='application/atom+xml' href='http://devingdev.blogspot.com/feeds/3116989707902670871/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://devingdev.blogspot.com/2011/10/objectify-world-and-running-into-walls.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/3116989707902670871'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/3116989707902670871'/><link rel='alternate' type='text/html' href='http://devingdev.blogspot.com/2011/10/objectify-world-and-running-into-walls.html' title='Objectify the world (and running into walls, literally)'/><author><name>masteratt</name><uri>http://www.blogger.com/profile/10177569990621544374</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2246107014993290765.post-245686024050896580</id><published>2011-10-17T12:21:00.000+01:00</published><updated>2012-01-15T02:54:16.221+00:00</updated><title type='text'>I like to move it move it!</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;br /&gt;&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/7bl4cOUxa7w?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;
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Animations done! Shown in video: &#39;idle&#39; animation. More to come (not silly little videos, updates...and maybe silly videos).</content><link rel='replies' type='application/atom+xml' href='http://devingdev.blogspot.com/feeds/245686024050896580/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://devingdev.blogspot.com/2011/10/i-like-to-move-it-move-it.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/245686024050896580'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/245686024050896580'/><link rel='alternate' type='text/html' href='http://devingdev.blogspot.com/2011/10/i-like-to-move-it-move-it.html' title='I like to move it move it!'/><author><name>masteratt</name><uri>http://www.blogger.com/profile/10177569990621544374</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2246107014993290765.post-2087070479182358019</id><published>2011-10-14T17:26:00.001+01:00</published><updated>2012-01-15T03:00:55.650+00:00</updated><title type='text'>Day one, attempt one</title><content type='html'>It has been an hectic night/morning/day, what started as &quot;I wonder how the XNA 4.0 tools are&quot; ended up in an early version of a, what I assume is going to be a pretty bad (but more importantly, working!) game.&lt;br /&gt;
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First of all, I want to start off by thanking &lt;a href=&quot;http://www.xnadevelopment.com/tutorials.shtml&quot;&gt;this great site&lt;/a&gt; for providing all the help in getting me started. All the assets are also from that tutorial set.&lt;br /&gt;
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In fact what you will see of this game as of now is 98% just those tutorials. I&#39;ve made a couple of tweaks and added stuff here and there, also failing to add stuff here and there. But more on that later.&lt;br /&gt;
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Let&#39;s just take a look at this game in it&#39;s current state:&lt;br /&gt;
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So it&#39;s a wizard guy, shooting pretty fast fireballs. I will adjust movement and fire ball speed and so on to my satisfaction, once there is more objects to balance out.&lt;br /&gt;
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You may have noticed he can also hide under his hat. I will make this a stealth part of the game. If in certain areas, enemies collide with you when you are not under your hat, an alarm will go off or your score will get a minus or whatever. &lt;br /&gt;
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You may have also noticed that fireballs get smaller as they travel. This is a visual aid to let the player know that they get less powerful as they travel. So, standing back and sniping enemies, although still a viable option, is a weaker one. At least with the fireball.&lt;br /&gt;
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Which leads me on to the next point: More projectiles. Thanks to the object oriented way the code is set-up, adding projectiles with unique behaviour is pretty simple and as game progresses, I will definitely add more. An obvious one would be one that contrasts the fireball (so it gets stronger as it travels).&lt;br /&gt;
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Those are all &#39;to be done&#39; based on what you&#39;ve seen in the video, and are not things near the top of my to-do list (more on that at the end). Now, about those things I&#39;ve tried to add but failed.&lt;br /&gt;
Well, there is only one so far: A menu system. You&#39;ve seen it has a generic splash screen and a title screen, but no game menu. This has proved to be much harder than I&#39;ve thought. I did get one running eventually but it was (as the guy who made the tutorial pointed out), a very basic one and for reasons I can&#39;t recall, it didn&#39;t fully meet my needs.&lt;br /&gt;
&lt;a href=&quot;http://create.msdn.com/en-US/education/catalog/sample/game_state_management&quot;&gt;There is a great source code from Microsoft &lt;/a&gt;but unfortunately it&#39;s an ocean of code and after a long and tedious attempt, I&#39;ve failed to implement it into my game fully. It is something I need to read more on, as I had no idea what half the things did in Microsoft&#39;s example code. &lt;a href=&quot;http://blogs.msdn.com/b/etayrien/archive/2006/12/12/game-engine-structure.aspx&quot;&gt;Although I think I&#39;m on the right line to learn more.&lt;/a&gt;&lt;br /&gt;
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Neat things I&#39;ve learnt: &lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;You know that &#39;press start&#39; screen most games have. That&#39;s to initialise which controller player one is using. Maybe it was obvious to everyone, but it never clicked with me until I made that screen myself. I was under the impression the system passed it on to the game.&lt;/li&gt;
&lt;li&gt;Having used Silverlight, I was under the impression MS can&#39;t build a proper visual library. Of course, it turns out, they can when it&#39;s their focus, as XNA is very developer friendly for both PC and X360. I have also ran a even more basic code on the Windows7 Phone emulator, and that too, worked nice and easy. Kudos, Microsoft.&lt;/li&gt;
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To do list!! In order of &quot;me want it now!&quot;:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Add a menu system for crying out loud!&lt;/li&gt;
&lt;li&gt;Get collision system working, starting with two things not going through each other and building from there, i.e: projectiles hurt you/ the enemy, test above stealth idea and so on.&lt;/li&gt;
&lt;li&gt;Once all that is working in current screen, learn to scroll screen with player. I can take the &quot;easy&quot; way out and just load a new screen when you run out of the current one, but I am going to try to have it properly scrolling with the player. Don&#39;t be surprised if I back out on this though, and go to switching static screens, and say it was a &#39;game design choice&#39;.&lt;/li&gt;
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&lt;ul&gt;&lt;/ul&gt;</content><link rel='replies' type='application/atom+xml' href='http://devingdev.blogspot.com/feeds/2087070479182358019/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://devingdev.blogspot.com/2011/10/day-one-attempt-one.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/2087070479182358019'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2246107014993290765/posts/default/2087070479182358019'/><link rel='alternate' type='text/html' href='http://devingdev.blogspot.com/2011/10/day-one-attempt-one.html' title='Day one, attempt one'/><author><name>masteratt</name><uri>http://www.blogger.com/profile/10177569990621544374</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>