StrikeForce Psi and possible TorqueX code pack
by Tom Ogburn · 02/18/2009 (7:42 am) · 5 comments
I'm getting close to finishing up my latest game "StrikeForce Psi". It is a side scrolling shooter made in XNA for XBox 360 community games. If you have a creators club account, log in and check it out in play test. Obligatory screenshot (hope video counts)
It's been a long journey and I've learned many things. The first, if you are a programmer with no art or audio skills then you need to start looking for those early on in the process. Custom content takes a while to produce. Luckily there are a lot of great content packs right here on Garage Games that are quick to get and implement. I'd especially like to call out Maxim Lyulyukin's art packs and John Kanalakis' SpriteWorks.
The second is that even though there are a lot of free code samples out there, it takes a while to get them all together and working harmoniously. I most likely will start work on StrikeForce Psi 2 (possibly including driving levels once Maxim gets the future buggy done), but I'm also considering a code pack / starter kit for Torque X.
I see a lot of people asking the same things in the TX and XNA forums: from splash screens to game state management to loading multiple levels and how to combine them all. My plan would be for the code pack to combine the game state management sample with TX, have multiple splash screens, storage device management and save game, and other general functionality all rolled in together. All the stuff every game needs so you can focus on the gameplay and making yours unique.
Thoughts on the game, thoughts on what you would like to see in a TX starter pack? Leave a comment below.
Thanks,
Tom Ogburn
Starlit Sky Games, LLC
my twitter
It's been a long journey and I've learned many things. The first, if you are a programmer with no art or audio skills then you need to start looking for those early on in the process. Custom content takes a while to produce. Luckily there are a lot of great content packs right here on Garage Games that are quick to get and implement. I'd especially like to call out Maxim Lyulyukin's art packs and John Kanalakis' SpriteWorks.
The second is that even though there are a lot of free code samples out there, it takes a while to get them all together and working harmoniously. I most likely will start work on StrikeForce Psi 2 (possibly including driving levels once Maxim gets the future buggy done), but I'm also considering a code pack / starter kit for Torque X.
I see a lot of people asking the same things in the TX and XNA forums: from splash screens to game state management to loading multiple levels and how to combine them all. My plan would be for the code pack to combine the game state management sample with TX, have multiple splash screens, storage device management and save game, and other general functionality all rolled in together. All the stuff every game needs so you can focus on the gameplay and making yours unique.
Thoughts on the game, thoughts on what you would like to see in a TX starter pack? Leave a comment below.
Thanks,
Tom Ogburn
Starlit Sky Games, LLC
my twitter
About the author
Owner of Starlit Sky Games, Senior Developer / Architect at Migration.Mobi
#2
so update to futuristic soldier coming soon ;)
animations will be added
- stand2crouch
- crouch_idle
- crouch_forward
- crouch_back
- crouch2stand
checkut blogs often, it comes next 3 days or so
02/18/2009 (2:25 pm)
tom, i have done animations you requestedso update to futuristic soldier coming soon ;)
animations will be added
- stand2crouch
- crouch_idle
- crouch_forward
- crouch_back
- crouch2stand
checkut blogs often, it comes next 3 days or so
#3
Your game looks great and plays very smoothly. I love the idea of a TX starter kit, especially with all the features you've mentioned. How about an inventory system for picked up weapons or health items? I'd definitely be the first to buy your KIT when it's ready.
I have a 3 man team right now working on a TX XNA game, but not sure if the platformer kit as what we need. We are all artists trying to learn C# so it's time consuming. Also our game is more like Castle Crashers / Double Dragon and not a platformer. That's another reasons we've been undecided on any of the available kits...
Keep up the great work!! I look forward to more info.
02/19/2009 (1:31 pm)
Tom,Your game looks great and plays very smoothly. I love the idea of a TX starter kit, especially with all the features you've mentioned. How about an inventory system for picked up weapons or health items? I'd definitely be the first to buy your KIT when it's ready.
I have a 3 man team right now working on a TX XNA game, but not sure if the platformer kit as what we need. We are all artists trying to learn C# so it's time consuming. Also our game is more like Castle Crashers / Double Dragon and not a platformer. That's another reasons we've been undecided on any of the available kits...
Keep up the great work!! I look forward to more info.
#4
05/28/2009 (7:23 pm)
Tom, was wondering if you could create a quick tutorial on using the Game State Management sample and TX 3.0 together?
#5
03/05/2010 (11:20 am)
I'd definitely be interested in your TX Starter Kit.
Associate Steve Acaster
[YorkshireRifles]