For this update, my role in Asplode! was absolutely minimal. While I'm in the middle of a mild crunch for The Political Machine 2008 and then away at Rochester, New York for a Paramore concert, Josh was working asininely hard on version 1.2 of Asplode!. As started, my role in this update was purely peripheral as, in my spare time, I've been working on the start for Bipolar and taking some of Josh's code for his game and turning it into a more generic library that both of us can use in our curren...
Yeah, so, I'm releasing Asplode! now and such. And, along with the game, comes all of the source to the game.
I originally wasn't planning on releasing the source but as development winded down and I started to play the game for longer sessions I soon realized that the game became virtually unplayable on my machine after about seven-eight minutes. I thought this may have been a result of poorly-managed graphical assets so I took a couple days to optimize them (and, as a result, the VectorMod...
I've been playing a very time-intensive game of musical chairs with various three-dee engines over the course of the last two-and-a-half weeks in an attempt to find the one that would be best suited to my particular development style and the kind of game I want to create. And I can safely say that, tonight, I have reached the ultimate solution. That's right, after toying around with things like TorqueX, Torque Game Engine Advanced, OGRE, Irrlicht, Nebula3, and, finally, PowerRender. The latter two of the list appeared to have the most potential, with PowerRender being the closest thing to what I was looking for, but the most recent iteration of the engine is still under heavy development and, what was the most troublesome, seems to be getting very infrequent updates. So, after all of the wasted time, I decided that I was going to dig out my old C++/D3D9/D3D10 framework and just rip out the D3D9 parts for use in a new framework which I could use in the future.
I got exactly an hour-and-a-half of work done on that last night before I realized that it felt way too much like the kind of engine work I do at my job every weekday. So now, and for realsies, I'm back with XNA. I'll be releasing Asplode! this weekend in its terribly-performing state (and open source) and, hopefully, everything I learned in the development of that will help me create a far more useful toolset this time around as far as memory management is concerned. The most important lesson I have with me that I learned from Asplode! is that the most important thing about memory within a managed environment isn't necessarily the allocation of memory so much as it is the deleting of it. Apparently the garbage collector is a wicked beast that must be appeased in order to maintain stable gameplay performance. I don't know. I'm still getting the hang of the intricacies of C#. When I was working on Asplode! -- and this will be readily apparent in the source if people peruse it -- I didn't know anything about C#. I simply coded as if I would code a game using C++ and, when code didn't compile, I read up on why the error occurred and what I needed to do/learn in order to fix it. Hopefully, this time around, I'm a bit more well-prepared. It also helps that Drilian and I are teaming up for some of the more game-independent stuff.
Last weekend as a result of being hungover after my first time drinking in over a year and waking up on a couch in the apartment of a gay nineteen-year-old friend of my friend's and the first thing I saw being a Hannah Montana poster on the ceiling above the couch where I was sleeping I bought a license to TorqueX Pro. I've used other GarageGames products in the past for various experiments and random fun, but I've never used one to make a full game. I thought I'd use TorqueX for my new game ide...
After a few days of Nick's endless campaigning, I finally signed up for Twitter; it was an odd concept for me and one I was greatly resistant to doing. After all, I never use the Facebook status messages or anything, so why would I want a system which is exactly that? He said "just try it, you'll like it; it's hard to explain." He even linked me to other blog entries about it and I still thought it was insane. Finally, I gave in. I said I'd try it. And now, a week later, I have about a hundred u...
Usually, when I redesign my site, I choose a theme and then overhaulthe CSS/Formatting to fit my needs and, generally, to remove thefixed-width nature of most Wordpress themes. This time, that’s not thecase. The new theme, designed by Design Disease struck me as being so completely perfect for what I was looking for in a design and the color palette is nothing short of superb.At some point in time in the next week or two I’m going to look intogetting a custom logo next to the Polycat...
I absolutely love this "rise of the social single-player game" sort of mini-march I'm seeing occur in the industry right now with games like Spore, Fable 2, and Animal Crossing. With the announcement of The Sims 3 came a great deal of information about what EA Sims felt were the important parts of the Sims 2 and, thankfully, it seems they truly understand what was important about The Sims as a franchise. When it comes down to it, the Sims has never been about house decoration nor has it been abo...
Video games are such a fantastic medium. I just finished playing through Gears of War cooperatively with a friend over Xbox Live and it was absolutely enjoyable, hilarious, and challenging as hell. As a child of the, uh, Manboy Generation? YouTube Generation? Whatever kind of generation I’m a part of, growing up with video games has obviously had a large influence on my life being that I am what some may consider a "hardcore gamer" along with being a game developer, designer, and so on. So...
At this point, I think that it's fairly safe to say that the meat of Asplode! is finished. All of the primary gameplay is in place, the enemies are all implemented and handled in a state that I'm fond of, and the player controls, responses, and such are all implemented. At this point any more features that I add to the gameplay portion of the game are either polish points or experimental ideas that I may or may not keep as part of the game (a few automatic weapon upgrades, various ideas as to ho...
Following my cohort's lead, I'm going to list some things or trends in video games which bug me in some way shape or form.
Poorly-Placed Checkpoints: In games which have a checkpoint save system, the checkpoints are occasionally very poorly laid out; when the player overcomes a particularly difficult/annoying puzzle or makes it through a rough combat scenario not having a checkpoint immediately nearby does not add to the game's difficulty level. All the lack of a checkpoint does is make the g...
Not that I spent recent nights playing stuff like Army of Two, Mystery Dungeon: Shiren the Wanderer, Company of Heroes, Master of Magic, Supreme Commander: Forged Alliance, Bully, Ratchet & Clank, Geometry Wars, Everyday Shooter, Advance Wars: Days of Ruin, or God of War: Chains of Olympus instead of actually updating my dev journal or anything... But, yeah. Pretty much did exactly that. I've still gotten a bit done on Asplode! every night but, by this point, I'm mostly making various optimi...
It seems like it's time for the video game industry to grow up and realize that it needs to start producing games with the idea that the experience they provide to gamers is one wholly unique to the industry. I finally saw There Will Be Blood earlier this week and, after witnesses the absolutely mind-numbingly fantastic performance of Daniel Day-Lewis I came to a fairly obvious realization: games will never provide an experience as fulfilling, captivating, and, most importantly, truly captivatin...
Former intern-turned-remote-worker Nick told me that I should start posting some of the development journal entries that I have been previously posting over at my GameDev.net dev journal here. So that's what I'm doing. If the idea of developing a top-down space shooter in the fashion of Robotron is an attractive one to you, then I'd recommend reading the backlog of posts as a form of "Previously on the Journal of Rawr" catch-up.
One of my design mantras -- and I use the word 'design' loosely -- is that while coding the game I keep things as simple, quick, and efficient as possible. As one might guess, this can become problematic at times. Less so in the implementation of routines and ideas so much as it is the necessity of shooting down some gameplay mechanics that, while fun, would defeat the purpose of such a simple Robotron/Geometry Wars knockoff. And, really, that's all I'm hoping to accomplish with Asplode!.
There have been a startling number of PC-Games-Are-Dying sort of statements coming out lately, the latest of which coming from Cliff Bleszinski of Unreal Tournament fame. This statement no doubt related to the poor sales numbers of Epic's own Unreal Tournament 3 and Gears of War PC. I suppose it's worth noting that Gears of War PC was released almost a year after its 360 version and its relatively high system requirements may or may not be a contributing factor in its sales numbers.
Of ...