Monday, 7 September 2009
On with the show!
Anyway, I spent a couple of days coding in earnest and started to develop the framework of the first project, then gave in to destroying some more cities for a bit before returning to the realm of C# & XNA. So watch this space .......
Martin
Tuesday, 7 July 2009
Submission Withdrawal
Thanks to everyone for their support, and best of luck to this years' competitors.
Martin
Wednesday, 24 June 2009
Temporary home for our Blog
Friday, 19 June 2009
Texture Artist Position Available
Martin
Game Components of the Drawable Kind
So I've been looking into Game Components and haven't found a great deal on the web about the topic so ended up quite frustrated (especially saying as the MSDN tutorial tells you only how to add one to your game!), so I thought I'd post this information incase anyone find it useful!
A bit of history - C++ Collection Classes
Before I made (/am still making) the transfer from C++ game programming to XNA I would use something called Collection Classes to do a lot of work and I was wanting to implement the same principles in XNA. Some may ask "What's a collection class", well it is an array of instances of a class, for example here is a basic class:
private class CGameCharater{
public: //space for public variables (in C++ everything is private unless declared in the public section
int iPublicInt1;
....
private: // space for private variables
int iPrivateInt1;
public void CGameCharacter(string sCharacter, float xPos, float yPos, float zPos){} // constructor
private void UpdatePosition(){} // example method
private void ~CGameCharacter(){} //destructor so you could do your tidying up here
}; // end of class
Now, say you're doing a game where you want the one class to be the base of all your characters in the game and some characters you want to repeat (think of the Grand Theft Auto series for example, the main characters are only rendered once but the citizens of Vice City (for example) are the same set of models rendered multiple times in different locations), well you could have a default class that handles all of this behaviour and create multiple instances like this:
CGameCharacter* cGC[MAXCHARACTERS]; // MAXCHARACTERS is a static variable
You now have an array that contains the CGameCharacter. Next create a class called something like CGameCharacterCollection and use this class to perform all your initialization, and then a pointer to the class at the end so it is accessible. This way, when you want to draw the collection you would just call the Draw method of the CGameCharacterCollection class and that would draw all of your models (which keeps GameMain quite tidy) like this:
pCGCC -> Draw(); //pCGCC = pointerGameCharacterCollection which was declared directly after the Collection class was created
Simple once you've done it a few times!!
The Present - XNA GameComponents
So now I want to do the same (or at least similar) thing in XNA using Game Components so I started with the IDrawable extension of the GameComponent class so that I could use it to render objects to the screen. Unfortunately, as stated before, there are no real resources for this (if you find one though, please post a comment with a link) so Iwas stuck using the error checking in the C# Visual Studio compiler (which seems to be getting much better). Once I stuggled through that I was able to get a version going!
So what's the structure, well it goes something like this (bear in mind: there may be errors here as I only just got it working so it's not refined yet!):
public class GameComponent1 : Microsoft.Xna.Framework.GameComponent, IDrawable
{
public GameComponent1(Game game)
: base(game)
{}
int drawOrder;
bool isVisible;
// variables declared here but not included to save space
public event EventHandler DrawOrderChanged;
public event EventHandler VisibleChanged;
public void Initialize(Vector3 pos, float rotY, float rotX, String model)
{
mdlMainCharacter = Game.Content.LoadModel>(model);
Position = pos;
RotationX = rotX;
RotationY = rotY;
base.Initialize();
}
public override void Update(GameTime gameTime)
{base.Update(gameTime);}
public int DrawOrder
{
get { return drawOrder; }
set { drawOrder = 1; }
}
public bool Visible
{
get { return isVisible; }
set { isVisible = true; }
}
public void Draw(GameTime gameTime)
{
// generic Draw code used here
}
}
If you don't use the Visible and DrawOrder methods then you will get horrible errors from the compiler! Anyway, so in your main Game.cs file you will need to create a new instance of the Game Component you created (GameComponent1 in this example), register it with the game, call the initialize manually so you can pass the variables, then call Draw within the Draw in the main game class:
GameComponent1 gC1;
Vector3 gameCharacter1Pos = new Vector3(500.0f, 10.0f, 10.0f);
public float gc1RotX = 0.0f;
public float gc1RotY = 0.0f;
String strMainCharacterModelName = "dude";
Then in your game constructor:
gC1 = new GameComponent1(this);
Components.Add(gC1);
In Initialize:
gC1.Initialize(gameCharacter1Pos, gc1RotY, gc1RotX, strMainCharacterModelName);
In Draw:
gC1.Draw(gameTime);
And that would get a character rendered to the screen (I used the dude model from the Skinned Model sample for GS 2.0).
What you can do now is you can create multiple instances of GameComponent1, or you could carry on and create the Collection Class, cool or what! :)
Friday, 12 June 2009
Main Character again
Enjoy!
Cheers,
RISSY
http://rissy28.deviantart.com/art/Main-Character-Inked-frontview-125651670
Character Design of the Main Character
Now I still have to colour the Concept Artwork, but i am waiting to see if the images are ok, then i will start by scanning them in and making colours on the copy so that if we don't like a certain colour skeem then we did not ruin the original. But alas we do not have a scanner here. David and I are definatly looking into that, asap.
Now I hope that it is ok that i am posting the images on deviantart.com. The reason i am doing this is because it is a fast and quick way to get all the images in one specific place, plus if for anyreason my computer crashes or I loose my data then i have it somewhere else. They are all under my name and Deviantart automatically puts a copyright on any images you post in there. If its not ok, we can find a different place.
Lets hope this link works this time ^^
Cheers,
RISSY
http://rissy28.deviantart.com/gallery/#Character-Design
Wednesday, 10 June 2009
Character Design
http://rissy28.deviantart.com/gallery/#Character-Design
Friday, 29 May 2009
The Coven now has a basic lighting system! It’s a very simple CPU based lighting algorithm that calculates the lighting based on user inputted values for every hour of the day. This gives us the advantage of not only having something that looks pretty good, but something that has a very low CPU/GPU overhead.
1 Remaining Position
Martin
Wednesday, 20 May 2009
First Task List Sent Out!
Martin
Monday, 11 May 2009
2nd Draft of the Game Proposal Document Complete!
Clinton has sent back an edited version of the Game Concept document so we'll be working on the changes there as well as the rest of the documentation.
Martin
Team Registration Now Complete!
Martin
Welcome Chris!
Apologies that Chris's official Welcome message has come a bit late, but I've been experiencing some (IE8/Blog/GMail) techincal issues!
That aside, we'd like to welcome Chris
Hawthorn to the Kirkley Entertainment Inc. Team! Here are some samples of Chris's work, so, needless to say, we are very excited about Chris joining the team!
Martin
All images subject to copywrite
Thursday, 7 May 2009
Late announcement!
this should have been added to the Blog a while ago so apologies for the delay. Please welcome Chris Hawthorn as he joins the Kirkley Entertainment Inc. Team as a 3D Modeler. More to come soon!
Remember: we have 1 game programmer position sill available so let us know if you are interested.
Martin
Monday, 4 May 2009
Welcome Clinton!
Here are some samples and Videos of Clintons' previous work:
Nut Harvest (developed with the GameMaker Engine) Playable at:
http://www.yoyogames.com/games/show/33797
Quadtrix (Developed in XNA in two weeks. Bug testing, play testing, and review took another two.)
Trailer:
http://www.youtube.com/watch?v=rQiTAStyJ-0&feature=channel_page
Quadtrix Title Screen:
http://www.youtube.com/watch?v=urUsCxFTN9U&feature=channel_page
Martin
Saturday, 2 May 2009
Website updates now live (finally)!
our website has now been updated so all the answers to your questions should be there. If not, then please do not hesitate to Contact Us.
Martin
http://www.kirkleyentertainment.com/
Another post bites the dust?
This leaves us with 1 Game Programmer position left available, so if you have the equivalent to 1 hour a day to spare until 6th August and have some experience with XNA, then get in touch!
Martin
Thursday, 30 April 2009
Another position gone?
Wednesday, 29 April 2009
So what's been going on???
What else? Well, I've been getting tied up in a world of really heavy documentation hoping that, once complete, the project will run more smoothly. So what does this entail? Well there is:
- The Initial Concept
- The Game Concept
- The Game Proposal
- The Functional Specification
- The Technical Specification
I admit I made a mistake with 1 and turned it more into a mix of 2 & 3 so I'm now sorting through the self-inflicted carnage. But we’re getting there … slowly.
Here are some links on Game Documentation:
http://www.gamasutra.com/features/19991019/ryan_01.htm
http://www.gamasutra.com/features/19991217/ryan_01.htm
Work is also continuing on the website. This was scheduled to be completed by the end of last week, so is over-running a bit (hopefully not a sign of things to come!).
Martin
Sunday, 26 April 2009
Welcome Paul & Nicole!
Friday, 24 April 2009
An Update About the Game Itself!
So to reiterate: the game is an Action Adventure game with elements of stealth. You play a newly turned vampire in a small coastal town in America in 1863. The game will use natural elements to either help or hinder your process in the game. All actions you take will effect how the game plays so it's up to you: use stealth or go in all guns blazing.
The game world will be a small sandbox - small as the game has size restrictions.
The game will be developed using Game Studio 3.0 (Game Studio 3.1 will come out during the competition but we will have to evaluate it as converting may cause delays).
Not much info. I know, but hopefully this will draw some interest.
Martin
Concept Art & 2 Spots May Be Gone
Wednesday, 22 April 2009
Website Development & New Post
Larissa has been working on some more concept art and we'll be putting some samples up on the website also by the end of the week.
A job posting for the Dream.Build.Play team was put up on the Facebook group for the LevelUp Society. For those not familiar with the group, the LevelUp Society was created to raise awareness of the fact that there are game developers in Calgary, Alberta.
Martin
Monday, 20 April 2009
More job postings
If you have any questions, then please feel free to email me.
Thursday, 16 April 2009
Join the team!
Don't forget to check out the Dream.Build.Play website to check the rules and the prizes (which you could win a share of)!
More documentation!
More information can be found at: http://www.gamasutra.com/
Wednesday, 15 April 2009
On your marks.....!
Monday, 13 April 2009
Introduction!
Martin