Dream.Build.Play dev diary 2

Just placeholder art for now Update: I’ve found the thread where in the App Hub where I got the original idea for the powerups. It is now linked. This is part 2 of my Dream.Build.Play journal, where I outline what it’s like to learn the technical side of XNA and C#. You can find my first part here. As I mentioned in my previous posting, a few members of the XNA community have been key in helping me learn the ins and outs along the way. I was looking for a framework to build my game on top of, and in doing so I came across a few which caught my attention, but Oneksoft’s Basic Starter Kit really had a lot of features that I was looking for. He frequently updates it, which gives you an added incentive to check out the page often as well. Essentially it is a combination of items from developers within the community, all of which are designed to make the experience of a novice developer easier. ...

May 1, 2012 · Dave Voyles

Dream.Build.Play dev diary 1

I want to chronicle what it’s like to learn how to program. It has always been something that has interested me, and I’m impressed by people who can program. In the game development world programmers are the ones who hold the key to success. A game may be aesthetically pleasing or engross players in a beautiful soundtrack, but those who control how the game actually feels and how it all comes together are the programmers. ...

April 19, 2012 · Dave Voyles

Mega Man Prototype Video 2 Is Out

You can find the first video here. How I put this together is illustrated in the second development diary as well. The noticeable changes I’ve made in this version include: A post processing volume with: Depth of Field – I have it focused on the pawn, and it gradually decreases as the distance extends radially. It’s subtle, but I didn’t want it to be distracting. It offers the sense that everything is slightly dulled with the water in your eyes. ...

February 12, 2012 · Dave Voyles

First Bubble Man prototype video is up!

Wow, I’ve been writing like a mad man on here for the past two weeks! Anyway, here’s the first video I’ve posted for my Mega Man prototype. It’s half way through Bubble Man’s stage, and begins just after you drop into the water. The physics are way off, and I haven’t altered the values for gravity or friction just yet, so that certainly could use some work. In Mega Man 2, Rock can jump 75% of the screen when beneath water, so I’ll add a physics volume just for that area. I also plan on updating the dev diary later this week too. ...

February 6, 2012 · Dave Voyles

Mega Man 2 Dev Diary: Vol 1

Some of the environment art for Bubble Man’s stage Inspired by Ben Kane’s excellent The Great Porting Adventure series where he illustrates the life of a full time independent developer porting an XBLIG title to other platforms, I’ve decided to keep a development diary of my own. Oh what’s that, you haven’t taken a gander at his? Well if you’re looking for the inside scoops from someone who actually knows what he’s doing, and has released games before, then it’s probably the place to be. If you’d rather see the comically sad experience of a first time developer as he makes every mistake though, then this is probably the place to be. ...

January 30, 2012 · Dave Voyles