Tuesday, March 2, 2010

Level generation

I have scraped my previous plan for level generation. Now I'm keeping a vector of xp positions. As all blocks have the same properities is see no point in creating a new object type.

Project is back on

4 Days.

Can I do it?

Friday, February 12, 2010

Project On Hiatus

See above.

I will return to this project when I hit a certain milestone in my FYP.

Shin, shin.

[This post has been retracted!!!]

Wednesday, February 3, 2010

Draw Command

Game will call my ScapeFactory passing it the parameters of what it needs. ScapeFactory will create Scape objects which it will return to game via ScapeFactory. Game will keep a vector of active Scapes. Deleting old ones and adding new ones.

When Draw is called it will simply cycle through the vector and Draw each in turn.

Tuesday, February 2, 2010

Music

I have a bunch of music downloaded and I'll be passing it off to my teammate soon hopefully. (If I have a team mate).

I planning on using public domain and creative commons stuff rather than creating my own. This will cut out a bit of hassle. I'm leaning towards instrumental jazz and guitar stuff. i figure I need 5 songs in total.

1 Menu screen: soft lilting.
2 Grass land level: Depressing and quite.
3 Cave: Baseful and rumbling.
4 Boss: Rock, aggressive and sudden.
5 Credits: Whateva.


Deciding the structure my draw command will take, is whats currently keeping my awake at night.

Monday, January 25, 2010

Dev Kit

The kit that we are meant to use as a base for this thing has been released.

It's a steamin pile.

I'll pull sounds and structure from it but I don't see myself taking game logic from it.
The dead line for this thing lines up perfectly poorly with the dead lines of another big project. I'm planning to put together some sort of weekend orientated timetable next Friday.

Friday, January 1, 2010

Dark Pacman

This blog will keep track of the development cycle Of the XNA.

Working title: Dark Pacman