Monday, 23 April 2012

First App Hub Game Submission!

Yesterday I had completed the basis of my Windows Phone 7 game "Slime Jumper" and submitted it for certificated and publishing on the MarketPlace! As it is still the base game, a lot of overhauling and features are still planned for the near future. The main one being art assets! I did all the all using Paint and Gimp...which explains...well everything to do with the art. These changes however will only be started after I have submitted my second app for publishing. I have the game laid out already in thought, so that is what will be occupying my time for the next little while.

Friday, 20 April 2012

Developer Movement Tunnel Game - Revised

I have not been able to work on my tunnel game for some time because of school work piling up (not from procrastination, just had 4 class projects due in the same week). So when I finally came back to it, it turns out that I can no longer export .fbx models from Maya! Wonderful! Now I needed Maya because I needed to make holes in my models for the player to pass through and Maya was the simplest way I found (admittedly I didn't look very hard for alternatives). Once Developer Movement is over, I will be returning to that project and completing it once and for all.

In the meantime, I have started another simple 2D game for Developer Movement that I am aiming to have completed by Sunday evening or Monday. That way I can submit my first app on the Market before the deadline. The new game is called "Slime Jumper"! More details coming in a later post.

I will do my very best to not play the Diablo III open beta this weekend....LOL

Tuesday, 21 February 2012

Developer Movement Tunnel Game

It is finally reading week! Though all that means is that every teacher piles all the work onto us for this week, and puts the midterms for right afterwards. I am still going to try and work on my Tunnel game though. All the components are working so I can put together the basic game. Tunnels are moving correctly, collision detection works great and my models are finally cooperating! All that's left now is to polish to graphics, add the proper menus, put in particle effects and the base of the game will be completed! But first, 3 more assignments need to be completed...

Sunday, 5 February 2012

Developer Movement

I started yesterday on one of the games that I will be submitting for the Microsoft Developer Movement. Going to be a simple tunnel game. Basically you are constantly moving forwards through a tunnel and obstacles are placed in your path, however to navigate around them you will need to actually move your phone. I'm not sure yet how large the tunnel will be (determining how much you will need to move your phone) but I'm thinking that the whole tunnel will not be visible on screen at once, that way you NEED to move your phone around to get play the game. Hopefully I can get some good progress done today so that I can focus on school when the week starts again.

UDK Inputs

I finally got around to doing some more UDK tutorials on uscript. I now have a pretty good idea about how to get/configure/manipulate user inputs. I've covered so far for the keyboard/mouse and gamepad but what I really want to do is figure out how to implement my own custom inputs from other non-default devices. Don't know when I will be able to get around to that, school is picking up now but hopefully I can squeeze in some time.

Saturday, 7 January 2012

UDK Project

Nearing the end of October 2011, I began playing around with the Unreal Development Kit. So far I have learned the majority of level design and have started with UnrealScript. I'm hoping that throughout my busy semester I will be able to get something working so I can post it here before exam period.

Advanced Game Development course

This semester I am taking "Advanced Game Development" at Concordia University. My team and I are trying to figure out what type of game to make. The game itself does not have to be spectacular but must implement some of the techniques we will be learning in class. Some of those techniques are pathfinding, flocking, strategic pathfinding, spatial partitioning, etc. One of the more popular ideas we have been throwing around is making a game similar to Dynasty Warriors so we can show some interesting AI and get practice with scheduling, collision detection and rendering optimizations.