100 Experience Points
An Adventure in Indie Game Development

Frameworks

I frequently get emails from people asking me what direction they should take in the future, whether it should be Unity, XNA/MonoGame, or something else. That’s not a question I can answer directly because it depends.

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Where Should User Files Go?

Over the weekend, I put out a new end-of-sprint release of my game. One key feature this included was that the game now saves your fleet between sessions. This is a really big deal, because now, for the first time ever, you can start building fleets that you’ll carry with you forever.

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My Design Work

A few weeks back, somebody made a comment about being interested in seeing the class diagrams for some specific, complicated piece of the game. My response was that I’m following Scrum, which de-emphasizes design documents like formal UML, and emphasizes working code instead. That’s not to say that there’s no place for UML in Scrum. Sometimes there is.

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The Proper Care and Feeding of Modders

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.

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The Principle of Immedite Recognition

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:

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What Are You Giving Up?

If you’re making a game (or any other project/product) in your spare time, while working full time, you don’t have time to do everything you used to. Something has got to give.

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Polling vs. Event Driven Models

I’ve been spending the last little bit of my weekend creating a utility class or two that will give me event driven mouse and keyboard events, as opposed to the default polling mechanism in XNA. I thought it would be worth taking a little time to outline what these two models are, what their advantages and disadvantages are, and how to make event driven events in XNA.

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It's Not a Sprint or a Marathon...

A lot of times you’ll hear people say, “It’s not a sprint; it’s a marathon.” Meaning you’re not trying to go as fast as you can for a short amount of time, you’re trying to maintain a decent speed for a very long time. I suspect that analogy is mostly representative of what I’m doing here.

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