8:12: It’s strange to think now that I’m 25% of the way done with this little experiment. And despite recent successes, it’s hard to not feel very overwhelmed. But… I’m trying to have a positive attitude. The game has come a long way as well. I just have serious doubts as to whether I’ll even come close to what I was originally aiming for. Maybe it’s time to start thinking of simpler versions of this that are more accomplishable. I don’t know.
Continue Reading →How does this happen? At the end of today, I’ll be 1/4 of the way done.
Continue Reading →In the somewhat off chance that you don’t know what a modder or a mod is, a modder is a person who makes mods, and a mod is a custom user-made tweak to your game, usually in the form of changes to art assets (often loading their own) and configuration settings. It comes from the world modify.
Continue Reading →It’s time for a rare morning coding session.
Continue Reading →In light of the fact that that I’m following Scrum, I should be having sprint review meetings. The purpose of these meetings in the “normal” world would be to show the current state of development to the product owner and perhaps anyone else that’s peripherally involved and has a stake in the project (the product owner team) like potential users.
Continue Reading →It’s time for another retrospective. I haven’t done one in what seems like weeks, but as anyone who’s been reading this can see, things were pretty disrupted for a while there. In the mean time, I completed a Sprint #2 in there, somewhere/somehow, and never managed to write a retrospective for it. But here’s the third (second?) installment of my sprint retrospectives.
Continue Reading →Welcome to Sprint #4! In this sprint, I’ll be doing some cleanup of the battle screen, and hopefully a lot more useful features in the shipyard. Now… where to start…
Continue Reading →So, if you’re using Google Reader (or probably any other RSS reader as well) to keep up with this blog, there’s something you should know.
Continue Reading →9:07: After all of that math yesterday, I think I’m in the mood for some art. I think I’m going to start by trying to make my combat engine look a little nicer, starting with maybe a skybox, and some improvements to what the grid looks like. The blue lines just aren’t cutting it for me right now.
Continue Reading →So all day, I’ve been trying to get all of my transformations for my game working correctly. One of the big key things, that I believe I just got up and running, is building a transformation matrix from one basis to another. I thought it would be worth posting that work here. This post kind of combines together a whole slew of ideas that I’ve needed to combine together to get my transformations working, but here it is anyway.
Continue Reading →7:58: I’m hoping to get lots done today and this weekend. Like I said yesterday, suddenly seeing a ‘2’ in the day number is a little scary.
Continue Reading →21:02: Day 20. At the end of today, I’ll be 1/5 of the way done. That thought makes me pretty nervous…. I’d better get serious about this game this weekend. (I was going to be anyway.)
Continue Reading →Let’s play a game. Take a look at the three images below, from the game Mass Effect. If you’ve played Mass Effect before, pretend you haven’t. I’m going to ask you a few questions and see if you get them right, even without ever playing the game:
Continue Reading →20:52: Here we are, ready for another exciting day. I want to try to do some more cleanup of my shipyard. My goals for today are to draw the piece you’re about to attach in kind of a transparent state, handle mirroring of objects (at the moment, I’ll assume you always want to mirror the ship, even though that’s not always the case) and drop in a second type of object to attach. Just to mix things up.
Continue Reading →Windwalker asked a whole pile of questions in the comments to yesterday’s post, and I think they’re interesting enough to discuss in a full blog post. So here it is.
Continue Reading →21:35: As you can see, so far today, I’ve been distracted with a couple of other posts. I think they were worth the time. Now I’m off to do some game programming, at least for a little while. It’s starting to get late…
Continue Reading →20:48: Let me start off the day by saying I spent part of my time updating the navigation on my tutorial website, specifically in the C# tutorials.
Continue Reading →20:48: Let me start off the day by saying I spent part of my time updating the navigation on my tutorial website, specifically in the C# tutorials.
Continue Reading →In case you haven’t guessed yet, I decided to take one more week to make more MonoGame tutorials before getting back to my game. I’m actually starting to get really antsy to get back to it. After dealing with a whole pile of frustration with MonoGame and SharpDX, I’m really looking forward to getting back to a tool that actually works like it’s supposed to.
Continue Reading →5 Yard Penalty.
Continue Reading →Yesterday, I posted about how XNA was being retired. The challenge, then, for those of us who use XNA is to find an alternative that isn’t being retired. This analysis is my take on what many people are suggesting is the right path: C++/DirectX. (I even mentioned this alternative in my original post.)
Continue Reading →As promised, I have more updates about the future of XNA and my website. I’ve just spent most of the day adding several new tutorials to my website. (Yes, instead of working on my game. I’m not sure quite yet how to count today in the 100 days. After all, I’ve given up a Saturday for this now, which is my best day to get stuff done.)
Continue Reading →If you haven’t done anything with MonoGame yet, and you’re thinking about trying it, you should go do that right now instead of reading this. I don’t want my opinion to sway you too much. Mostly because then I want you to come back and tell me what you thought about it.
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I wanted to do more development today, but something big (and problematic) came up that I’ve got to address right away. More on this very soon. (But it’s not good news.)
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