Building an XNA Game Studio XBox360 Indie Game.

[page 0072] ~ My HTML Help File :

September/October Backlog:

Updates: –  : Windows Shutdown Update, NVIDIA GeForce 340.52 driver, JAVA Version 7 Update 67-71, Flash Player, Substance Painter V0.10.2b438, Substance Designer 4.4.1, Autodesk® Application Manager v3.0.159.0, Adobe Reader XI(11.0.09) .
DownLoads: –  .

Imitation Is The Best Form Of Flattery“, and I say to me, “Don’t flatter yourself”.  But my HTML Help file is going to become a copy, clone, reincarnation, imitation of my own website, in part.  So, once again, I just tell myself to shut up and get on with it.  I figure the best way to get a revived understanding of how to build an HTML Help file, for what I will use as my wizard guidelines to draw out a game production pipeline template, for my game builds, is to rebuild my website, within the HTML Help Workshop, to become a stand-alone help file, that will facilitate the construction of a consistent game model, which will progressively grow in depth and breath, to become my minimal viable product as my OGAM game submissions.  Seeing that my internet site is based on what was an old HTML Help exe I had built about ten years ago, HTML Help Ten Years After, I might as well bring it around full circle and update it with todays’ .css format and layout standards.  In the end, as an end product, I would like to get this new HTML Help construct to have the same format and look as my website, i.e. the background .jpg’s and the like, to also have the same structure and feel while navigating about the help file, for the most part.

The way it looks, from all that I have observed thus far, is that the infrastructure used to connect all of the game assets, having been built prior to them being assembled, is just as important to the building of video games as is the knowledge of consolidation of all those assets that I have built for the game within the game engine.  So not only am I building the game assets to make the game, along with the game itself, but also the infrastructure that is needed to focus on consistency between those pieces, as they are built.  So the integration of those pieces, as they are interchanged between games, levels, scenes and scenarios makes the construction result as a more robust process.  Whew!

What I need now is to build an “in house” help file as a step by step wizard to guide my way through this game creation process.  OK then, open HTML Help Workshop and load the associated *.hhp file.  Then open my game terrain environment setup notes and start that whole game initialization process one more time.  But this time through, as each process is set to task, I will be adding it to the help file *.html page.  And once again, it becomes a long and drawn out adventure running back and fourth between actually doing what needs to be done by following my notes, and then also copying and configuring the *.html page so it will be readily accessible through the Table of Contents(TOC), Index, Search and Favorites of that help exe.

One thing I need to keep in mind is that this is only the start of this help file and it only takes me to the point where I have a terrain of land and water with a sky box that is all given generic lighting.  But even that is somewhat of a long process that is easily forgotten if it is not written down in notes and now, this game creation help system.

It’s good to be back!


October 31, 2014 Posted by | 2014 [0050] to [00??], The Process | , , | Leave a comment

[page 0071] ~ Once It Starts Just Run With It :

Updates: –  : Substance Painter – Open Beta 9 – Build .
DownLoads: –  .

Well, this month was not what I was expecting.  I was on a tear getting my Titan finished off and setting up another group as a set of web services, tumblr, Wikia and WiX pages that follow the artistic background theme of my Research home site section that I am currently building.  It is becoming a consolidation of ideas for what I would like to see happening as I piece together my game piece asset library, all that, and then building my game for One Game A Month plus a few other things.  So scatter brained could be a good description of the general state of affairs recently.

And while making the rounds about my new webby web production pipeline I noticed that Wikia has released a thing called Wikia Maps.  This new addition helps create maps for use in a Wikia site.  Seeing this, it started another maelstrom in my mind of what to do next and how to do it.  Back in my OGAM profile I found my first Unity game that used a terrain object to construct, build and show a 3D map, in WaterPod.  Looking up that Unity asset folder for that map, I notice that the hierarchy used as my folder structure that holds the different asset types while being produced under different asset creation tools, is lacking in a consistent structure.  Sooo, what you do is open up Unity to try an figure out which map was used to build the terrain in that game and find that not only is the name of that map not in the folder structure of that months game, because it was imported from a different file location, or logically assumed so, but the name is also not in the project itself, hmm.  And just why would I need to do this?  Because, somehow, building an asset library, and then having where each of the assets grew from along with their respective origins just seems to be a good idea, good practice.  Now for the exhaustive search, be right back.  Whatever.

Or, when all else fails, just start over.  I need a new map for this game, Flag-e-llum.  And it looks like, for now, that it’s back to the old drawing board.  Also, I will need to refresh this old memory on how to build another map of this type.  That will inevitably take me back to, “Where is that paper with all those wonderful notes of mine “.  From that set of notes, as they have been refined over time should and will become more helpful with each iteration.  And seeing that these notes themselves are meant to be a type of help file, it makes me want to begin to form a more comprehensive ding-ding-ding Déjà vu help file.  So I look up some of my old programs where I know that I have already built some HTML Help Files for those programs.  These HTML Help files come together as a *.chm file with a Table of Content, a Search and an Index with all the accoutrements that will become my in-house offline trade secret repository of “How do I set up my game build” kind of help file.  So, of course, after searching for all the different help files that I have built I find one that is most representative and most applicable for this application.  My final decision, when finding that Help file, is that now, somehow, for some reason, it makes sense to make a You Tube Video called HTML Help Ten Years After.  This particular help file, with all its bits and pieces, was the beginning of what is currently my base website, FarNiché.

I’m finally ready, after all of that, where I can begin to piece together an HTML Help File for what will become the starting point as most of my Unity Games into the foreseeable future.  This next step will continue to add to my Library “Generic Structures & Resource Templates”.  It is also to be my next adventure in conjuring up a Wizard of Old that will help me guide and piece together my games so they begin to have the same consistency and feel, which will allow me to move further into game play mechanics, and, of course, aid in building more help files that help me remember just what I need to do as I get to each next step with every new level.

Well the Titan results are in, and nope, I didn’t make it into the top ten, but they did have a very nice parting gift for participation.  They have sent out a 50% off coupon for any of their products, which is a valid forever coupon, until cashed in of course, for being a participant in their Titan Contest, thanks again Allegorithmic.

Again, this months game,


and their Titan Winners revealed!


But now, I must be running with that 96 hour grace period, yep, not done yet.


August 1, 2014 Posted by | 2014 [0050] to [00??], The Process | , , | Leave a comment