Building an XNA Game Studio XBox360 Indie Game.

[page 0005] ~ Enter the Game Pieces:

Instant game, just add play.

Messy me. HUDOn now has incorporated the PerformanceMeasuring sample\example and as it looks, CollisionSample will be the next to find its way into this collection of concepts I am constructing. The FuelCell Example Game in the MSDN Library will be my guide as I push and drag the code toward the first incarnation of actual game play.

The give and take of the Scapes.

As land, air and water, the Scapes possess properties beyond their visual representation. The Scapes have shared boundaries, for example, a minimum Y coordinate to represent the games floor and a maximum Y coordinate to represent the games ceiling. This will keep the game objects from disappearing as they crash to the ground or fly into space. The upper limit will keep the game play connected to the terrain and delineate it from the Spacescape – [Did I just say spacescape? I must be hearing things]. There also are min and max X and Z coordinates that signal to the game objects of their current position, in comparison to the play fields boundaries. Falling off the edge of the world, in a video game, is an actual possibility. In this instance, Columbus was wrong, the world is flat and does have squared edges. But getting back to the waters, its properties slow the ship to a halt if no positive acceleration is provided. The surface of the water also reflects the ocean filled Landscape back to the player when viewed from below the surface and also allows for some representation of what is below the water covered terrain when viewed from above. This allows for some degree of ‘fog of war’ entering into game play. Breaking the waters surface marks another separation from one Scape behavior to another. When moving upward from the water, the Airscape is entered and some behaviors are contoured to affect a more suitable expression, as likewise for entering the water from the air. When moving downward through the air either land or water are encountered. The land adheres to a no zero rule so that no function that observes the collision testing will allow that function to move beyond a zero crossing. Water does not prohibit these zero crossings and is therefore semipermeable, but there is land below the surface of the water which does enforce the prohibition of zero crossings. Moving upward through the air, yes, its true, the Spacescape is found.

End of the Space Shuttle Era.

The Shuttle is dead. Long live the Shuttle. It looks like I have no choice. Microsoft Visual Basic 6.0 became unsupported and then nonsupported. The Space Shuttle has, in part, followed suit. And in comparison, there is a game that has been archived as of this writing, the game SpaceShooter which was written and compiled with Game Studio v3.1 seems to be also passing away. There were functions and methods that must have found better or improved performance and connectivity because the SpaceShooter game does not import correctly using the Conversion Wizard provided by Microsoft XNA Game Studio v4.0. It is still in archive though so I can only believe that my Spacescape will find its origin from there, if I am able to draw out the last of its communicable resources using the 2008 C# Express Edition. The graphics of SpaceShooter are impressive, but as it stands, I will need to completely overhaul the concepts that were used to give the game the same impression as it was originally experienced. One nice thing about SpaceShooter is that it uses ChaseCamera as one of its classes. It also incorporated the “using Microsoft.Xna.Framework.Content.Pipeline.Processors;” to preprocess game assets which I have become acquainted with and have recently learned about from the GeneratedGeometrySample from the Collision Series in the APP HUB education catalog. My best bet, and only bet, is that I start a new project solution and name it SpaceShuttle, if that name hasn’t been already taken. Then starting with “SpaceShooterGame.cs” of the GS 3.1 version, copy the entire sheet of code from there into a blank .cs sheet in GS 4.0 to my SpaceShuttle game. From there the missing and unknown Keywords will become apparent as errors, warnings and messages. These should provide to me enough guidance so I can slowly recreate what will hopefully become a process that will culminate into a working version of SpaceShooter in GS 4.0.

And so Spock looks at Bones, then slowly speaks, “If he has the time.”

I learned how to juggle a long time ago. You toss one thing into the air to give it some hang time, flip another thing from one hand to the other then catch the hang time toss. Repeat as necessary. Same thing here. Incorporate the CollisionSample into HUDOn, rebuild SpaceShooter from v3.1 to become SpaceShuttle in v4.0 and practice some old licks that I have had a better grasp on in the past so my silent Vlog entries will have some music in them. Ten to one I’ll get sidetracked with some other aspect or process in this game creation journey. So its not, all bets off, but the good money will definitely be on that I’ll learn how this works and eventually have a playable Indie game.

July 22, 2011 Posted by | 2011 [0000] to [0005], The Process | Leave a comment