Now that the website is fairly stable and the initial volley of resumes as been fired, it's time to keep the programming and game-design skills sharpened with some side projects.
During my FIEA adventure, we looked into XNA and C# during the programming class when we were learning to develop networked tools that could modify a game on the fly.
I picked it back up to try and devise a reasonably-scoped side-project to undertake. Much like in the case of my first game at FIEA, I began by looking at a simple sample platformer and I began to think of how to modify it.
I made a few basic changes and felt like I had a good feel for it, but then I decided that after everything I had learned at FIEA and 360Ed, I should actually set up a versatile and well thought-out class structure rather than just jumping in to making the little hero do different, amusing things.
It wasn't long before I ran head-first into the various ins and outs of the XNA content pipeline, which was explained surprisingly well in a number of places, but my desire to leap headlong into gameplay lead to my getting tangled up in the series of tubes.
Once I was freed from the maze of pipes and I had my xml files resulting in asset data, I found myself desiring and rebuilding a number of old, familiar digital friends from the Conspiracy Code games, such as 'asset' and 'property'.
While such classes would be rather different for a one-man 2D C# game than a 3D team effort in C++, it was still sort of odd and nostalgic to see a somewhat familiar structure taking shape.
Well, the tubes are becoming decidedly less frustrating, so hopefully I should be getting some of my own wacky programming art into this game soon. When I do, this will be the place to see it.
During my FIEA adventure, we looked into XNA and C# during the programming class when we were learning to develop networked tools that could modify a game on the fly.
I picked it back up to try and devise a reasonably-scoped side-project to undertake. Much like in the case of my first game at FIEA, I began by looking at a simple sample platformer and I began to think of how to modify it.
I made a few basic changes and felt like I had a good feel for it, but then I decided that after everything I had learned at FIEA and 360Ed, I should actually set up a versatile and well thought-out class structure rather than just jumping in to making the little hero do different, amusing things.
It wasn't long before I ran head-first into the various ins and outs of the XNA content pipeline, which was explained surprisingly well in a number of places, but my desire to leap headlong into gameplay lead to my getting tangled up in the series of tubes.
Once I was freed from the maze of pipes and I had my xml files resulting in asset data, I found myself desiring and rebuilding a number of old, familiar digital friends from the Conspiracy Code games, such as 'asset' and 'property'.
While such classes would be rather different for a one-man 2D C# game than a 3D team effort in C++, it was still sort of odd and nostalgic to see a somewhat familiar structure taking shape.
Well, the tubes are becoming decidedly less frustrating, so hopefully I should be getting some of my own wacky programming art into this game soon. When I do, this will be the place to see it.