Production

Stage 3: Proving Your Core Experience As we progress in developing our game concept, we reach the point where we must flush out the aesthetics of our game. We have tossed around many different ideas for what our game will look like, ranging from ghosts in a haunted house to wizards pushing a dragon egg,…

Production

Workshop One Increasing the innovation of games is a constant and difficult struggle. As games become more and more advanced, the range of possibilities also increases, but with that advancement comes the sheer volume of previous creations. Developing games that are unique and innovative, yet fun, can be very difficult. In the case of our…

Production

Stage 3: Proving Your Core Experience As our game concept has developed into a large scale cooperative experience in public spaces, we have considered in what direction to take the visuals. As our game is intended to be open for anyone to play, we must strike a delicate balance between drawing in current gamers through…

Production

Stage 2: Building the Conceptual Foundation As we proceed with the idea of a “massively multiplayer local game”, we now begin to explore what games are already present in this space. Our game, when complete, will be able to be played on nearly any screen in a public or private space. With its wide range…

Networking: Clone War

As a project we were tasked with working in pairs to emulate the 1985 game Spacewar in XNA. We had to maintain all of the core gameplay of Spacewar, although were were told to specifically not include a few aspects. Overall, Lou and I did a pretty good job. My previous project in Networking already…

Production

Stage 1: Establishing the Foundation As we slowly get closer to challenging Stage 1, our initial ideas have fallen away to leave one our Push mechanic. Although it is a single mechanic that we are focusing on, it leaves a wide range of possibilities to explore and iterate on. Mobile Device Controllers One of the…

Production

Stage 1: Establishing the Foundation As we have continued to meet and discuss our ideas, the concept of Coop-Push has itself been pushing to the forefront of our thoughts. On the other hand, we are concluding that the Space Combat concept leaves much to be desired and would quickly rise out of scope. Coop-Push Through…

Production

Stage 1: Establishing the Foundation Over the last week, we have fleshed out, revamped and reworked our concepts. We still have a handful of potential candidates, but are more heavily focusing on two of them, dubbed Coop-Push and Space Combat. Coop-Push Last week, when we presented our cooperative space combat game, it was suggested that…

Production

Stage 1: Establishing the Foundation With the start of our Senior Production experience, we have set out to develop a handful of concepts, one of which will eventually develop into our production target. Each of these concepts must be fully explored and properly planned before we decide on one to set our sites on. As…

Networking

TCP vs UDPThe question of whether to use TCP or UDP for a networked game is generally the first network related question that needs to be answered. Each have advantages and disadvantages to them, and some games use one, while some use the other. Overall, it is probably safe to say, most networked games use…