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shinali

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Should keep posting

Just came out of GDC, kind of got me thinking I should keep posting on what I'm doing.

I'm gonna get back to work on my XNA implementation as I've just started work with another developer who wants to get their game on Humble Bundle. It has some graphical glitches but it was a much better starting point than I had with Bastion, not to mention I have some readable code to work with. After I actually get to gameplay, I'll get back on the audio horse, though I'm not sure if I should just get it working with mp3s and waves or work on the audio pipeline of XNA.

I've got into the PSS beta a little while ago, so I've been actually trying to port my framework to it, which is a little interesting. I'm going to be helping with MonoGame in getting that framework into PSS as well. If I can actually get Bastion running on my Vita, that'd be really dang cool. Hopefully Sony thought about supporting PSS for official PSN releases, as well as some PS3 support, though I can see the difficulty in that. I'm not sure how the rendering performance would be using purely managed C# code on the PS3 without utilizing the PS3's SPUs in some way. It seemed to work well enough on the 360, but I'm not sure if the 360 is taking advantage of all three cores when using the .NET runtime.

I've started a project using Unity3D; some Metroidvania Shadow Complex-clone, using Doom3 assets for now. Got in some basic gameplay elements going right now, like movement, shooting and weapon switching. I've imported the imp into the game and got started coding my first AI, which really is using a state machine. Right now it patrols the full length of the platform its on (or when it runs out of the patrol timer), goes idle for a little while then back to patrolling the other direction. It also has a blip state that checks for visibility of the player. If the check is true, it'll do that freak out animation but then straight to idle. I haven't implemented any attacks in the imp yet but it'll get there soon enough. Hopefully once I get something a bit more polished I'll throw up a demo. My aim for the game as a whole is to have some roguelike elements in there, hopefully with some random levels, weapons and enemies.

Speaking of Unity3D, I also pseudo-started on a project that'll reimplement Unity3D's engine to a pure C# implementation. I say pseudo started as I'm not sure if I should make a new project or use FastFoward's recently released XNA exporter. It'd probably require some refactoring in order to support different export targets (from the start I want to export it as a PSS project but probably Linux as well).

My C/C++ engine/game project is progressing a bit slowly but that's the price of trying to implement everything myself. I've finally got a real deferred rendering pipeline in there, but no real material system yet. I'm just excited to see my object/component system working as I've planned.

Other than that, GDC was pretty great. Got to meet folks from Supergiant Games, learned a lot from the talks and made some cool contacts. Definitely will go again next year.

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