A lone coder, a lot of distraction, learning xna, oop and c#.. Ouch!

Current Projects

Suey 86.6%ChangeLogToDo24 February 2010
Kollectiv360 100%ChangeLogToDo26 January 2010
Cannon #12 100%ChangeLogToDo22 August 2009
10 Gallon Squiggle 28%ChangeLogToDo05 April 2009
Pirate Game 6%ChangeLogToDo04 February 2009


Musics starting to come in.

When I started Suuey 2 years ago, before it got put on hiatus, I was working with a very talented individual, Daniel, to do the music. He volunteered to create the tracks, and well, I have loved it since I first heard the title track. Without having any contact for over a year, I emailed him back the other night to see if he even remembered me and to see if he was still willing to work on the in game tracks as well. And to my surprise, he was! Not only that, but its only been what, 2 days? and he already sent me one good loop.. I love the work.. its got the hick / country twang I wanted.. and I will definitely keep Daniel in mind for any other work in the future!

Multiplayer Woes... A lesson in good design..

Doh... Stupid.. I should have known better... When I rewrote the majority of the gameplay of Suuey, instead of dropping the player into its own class, I just created it as part of the main game.. At the time, I hadn't thought about multiplayer.. So now, when I went back in and started working on the multiplayer mode, well crap.. I was ending up with tons of little float[4]'s and bool[4]'s... duplicates of what I had. I know I shouldn't have done it that way in the first place, but trying to cut corners.. oh well.. Frenzy and Normal modes are done, but I am going to go back tomorrow and rip the player out of the game and make it into its own class like i should have done to begin with.. Multiplayer will be a lot easier to implement after that! It will require a little reworking, but nothing nearly as significant as what I was looking at having to do.. 

In other words, don't cut corners.. It's going to screw you in the long run.. 

On a side note, I fired off an email to Daniel Frazier who did the original title music for Suuey and he has agreed to work on an in-game track or two this weekend! W00t! I love the job he did on the title, so I'm crossing my fingers for the in-game music!

Progress on Suuey! Playtest soon!

 Well, progress has been made on Suuey! Im currently reworking the gametype selection screens to limit trial users to a normal game. I also am not allowing them to save high scores, nor can they play the other mode or the multiplayer mode. I think the only thing left right now is some basic sound fx, background tunes during gameplay (maybe), and to work out the multiplayer sign in screen... but since thats local play only, its not going to be a big deal. I have all of the purchase / unlock routines in place and they seem to work fine. I also have not been able to get it to crash yet.. which is good. 

Now I just need to work in the rules for the frenzy and multiplayer modes as well, and then toss it to the sharks to test.. =)

Suuey! Changes

Well, I was planning on a playtest for suuey! in the last couple days, however I've decided to make some changes and updates to it.  Right now i'm working on a few more obstacles and challenges in the game and I'm also working out a couple local multiplayer modes to add to the fun! Hopefully as soon as I get the collision detection on this particular obstacle done, the rest of the work should go pretty quickly so I expect it to hit playtest within about 2 weeks..

Kollectiv 360 Released on Xbox Live Indie Games!

Added a Twitter.. might as well start using it..

 http://twitter.com/squigglyfrog

Follow away.. will just be about any current XNA related news / projects / problems / releases / etc.

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