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Progress on the Space Melee
Progress on the Space Melee
| Name: | Chris Jorgensen | |
|---|---|---|
| Date Posted: | Sep 13, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Chris Jorgensen |
Blog post
Seeing as how I haven't written anything here in a long while, I thought I'd blog it up a bit. No, no screenshots yet, I'm afraid. (Though I think enough will be complete for some shots soon.) I do, however, have a draft of a couple menu screens that I'll share. :)

Above: First draft of main screen

Above: First draft of options screen
As you can see, the working title is "xeno versus." My website, which is just text right now, is www.xenoclone.com. I should note that I have no relationship to the game "Project Xenoclone" and have, in fact, had this domain since 2000. So as far as I know I had the name first! (It used to be home to a Total Annihlation set of mods that I did... then it was home to my scifi movie/tv reviews... next it will be home to my games.)
I just thought I'd go over a few decisions that I've made that will simplify things. Because, quite frankly, as much as I would love to make the coolest game ever, my project "team" consists of 2 artists, 1 musician, and 1 programmer... that programmer being me. Those decisions:
1- No network support. I toyed with the thought of doing this but have decided against it. I simply would rather spend more time on gameplay than fiddling with this kind of thing.
2- Code entirely in TS. My dream is to write it efficiently enough in TS that I won't have to go to the source to tune performance. The idea is I can then have a game known to work on Win/Lin/Mac.
3- Simple AI. I had considered doing something fancier, perhaps a GA-based LCS, but after hearing the opinion of others, and looking at the work ahead, I think I'm just going to tweak my simple little AI I've got going now, until it's a worthy opponent, and be done with it.
4- Simple controls. I've reduced the game to using 3 buttons: thrust, shoot, special. I think it will be a faster/easier game to pick up if I leave it at that. Steering just involves pointing the a-stick or d-pad in the direction you want to go. (Keyboard/mouse still being tuned.)
Well, that's enough rambling for now. I have to save some for the next blog, when I put up some screenshots of the game itself in progress.

Above: First draft of main screen

Above: First draft of options screen
As you can see, the working title is "xeno versus." My website, which is just text right now, is www.xenoclone.com. I should note that I have no relationship to the game "Project Xenoclone" and have, in fact, had this domain since 2000. So as far as I know I had the name first! (It used to be home to a Total Annihlation set of mods that I did... then it was home to my scifi movie/tv reviews... next it will be home to my games.)
I just thought I'd go over a few decisions that I've made that will simplify things. Because, quite frankly, as much as I would love to make the coolest game ever, my project "team" consists of 2 artists, 1 musician, and 1 programmer... that programmer being me. Those decisions:
1- No network support. I toyed with the thought of doing this but have decided against it. I simply would rather spend more time on gameplay than fiddling with this kind of thing.
2- Code entirely in TS. My dream is to write it efficiently enough in TS that I won't have to go to the source to tune performance. The idea is I can then have a game known to work on Win/Lin/Mac.
3- Simple AI. I had considered doing something fancier, perhaps a GA-based LCS, but after hearing the opinion of others, and looking at the work ahead, I think I'm just going to tweak my simple little AI I've got going now, until it's a worthy opponent, and be done with it.
4- Simple controls. I've reduced the game to using 3 buttons: thrust, shoot, special. I think it will be a faster/easier game to pick up if I leave it at that. Steering just involves pointing the a-stick or d-pad in the direction you want to go. (Keyboard/mouse still being tuned.)
Well, that's enough rambling for now. I have to save some for the next blog, when I put up some screenshots of the game itself in progress.
Recent Blog Posts
| List: | 04/16/08 - Look Out, Carcassonne Lovers! 03/14/08 - Mini Chess Beta 2.0 03/10/08 - Download and Play Mini Chess! 10/29/07 - Reclaiming my name... and Mini-Chess! 09/26/07 - Xeno Versus Beta: Now Available to All :) 09/20/07 - Xeno Versus: Public Beta Available 06/28/07 - Xeno Versus:Space Melee Vids/Pics... 01/11/07 - Xeno Versus: Progress! Horrible Progress! |
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Submit your own resources!| Peter Simard (Sep 13, 2006 at 23:04 GMT) |
| Ramen-sama (Sep 13, 2006 at 23:10 GMT) |
| Jay Barnson (Sep 14, 2006 at 05:25 GMT) |
| Clint Herron (Sep 14, 2006 at 09:04 GMT) |
I really like 2d top-down space melee games -- I look forward to seeing you complete this one! It looks like you're more than covered for art assets, but if you would like any pre-rendered ship art (40 frames, 9 degrees per frame), I have some available from an old project of mine that's been gathering dust for a while.
--clint
| Nate Feyma (Sep 14, 2006 at 16:18 GMT) |
| Chris Jorgensen (Sep 15, 2006 at 05:23 GMT) |
Thanks for the offer. But I'm trying to be pretty careful with how I match the ships to the art. I'm not sure they mesh just yet as is, I'm afraid.
@All
The artist, my lovely younger sister, claims that this stuff will pale in comparison to her latest work. I'm pretty excited to see what she comes up with!
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