Occasional Gamer

XNA development blog of Elbert Perez

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The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

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My new tower defense game is shaping up

Looks like my latest creation is starting to shape up. I've nailed down a couple of key gameplay features that will differentiate my game from other Tower Defense Games. First of all my cursor that I use to drop down towers also serves double duty as tower enhancer. Towers don't get upgraded traditionally like other tower defense games, but the presence of the player avatar near the towers effectively upgrades them while within the radius of the avatar. Secondly, I have movable waypoints, not all of them are movable but some are. There is a special tower that you can buy that can move the waypoints to the direction you choose. Also it is possible for certain waypoints to randomly move in different directions. This gameplay feature makes the game a bit more dynamic as the flow of the creeps can change at any moment in time.  I posted a video to show the new gameplay features. Enjoy! 

Categories: Videos | XNA
Posted by Elbert on Tuesday, February 23, 2010 1:24 AM
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Getting the Tower Defense Game Framework into shape

This has always been my problem in making games. Assets! I don't have the resources to hire a proper artist for every project so I tend to gravitate towards less asset intensive games. I think this has to stop, so I've decided to take up art work generation for my games to the next level! I've added 2d animation classes to the framework I am using. This has already been implemented to my latest update to Impossible Shoota. 
Anyways, the video I posted up here is about my current tower defense game project. I called it What? because I seriously have no idea what to name it yet or what central theme it should be. But this is my current work in progress. 

Categories: XNA | Tower Defense
Posted by Elbert on Thursday, February 18, 2010 1:32 AM
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Preparing for Windows Mobile 7 XNA

It basically took me 6 hours of porting over code and resizing assets to make the game work on the Zune HD. Obviously PC/Xbox designed code does not convert that easily to the Zune. But I am happy to say that it was not met with alot of hair pulling (there was some, but that was solved quickly). I am hoping to port my other games to Zune HD compatible code in the months to come before Windows Mobile 7 comes out. If anyone is interested in what I am doing feel free to contact me. 
 

Categories: Zune HD
Posted by Elbert on Monday, February 15, 2010 8:11 PM
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Getting excited for XNA and Windows Mobile 7

With the announcement of Windows Mobile 7 having Xbox Live integration, one can expect Apple app store like experience/performance on Windows Mobile 7. I'm also hoping everything we learned from the Zune HD api will translate over nicely to the windows mobile 7 gaming experience almost seemlesly. I heard rumors though that Windows Mobile 7 will not use CF but the full on desktop CLR, however this is just speculation. It really does not matter what version of .net it uses as all XNA games that I made run on the CF and full CLR framework.

Now I just need to port over my games to Zune in preparation for Windows Mobile 7 :) I will not miss the opportunity that Microsoft has laid out with all the resources I have gathered.

Cheers! 

 


Posted by Elbert on Monday, February 15, 2010 10:19 AM
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Impossible Shoota released on Xbox Live Indie Games for 80 ms pts

 

Click the image to go to Xbox.com and download the game

 

My game Impossible Shoota has just been released on Xbox Live Indie Games for 80 ms pts. It is a straightforward dual stick shoota where you fight 500 enemies, and at the end you are rewarded with a game code for my other game Neo Terra!


Categories: Impossible Shoota | XNA
Posted by Elbert on Tuesday, February 09, 2010 5:54 PM
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Another Color Defense Prototype

I recently implemented non-movable waypoints to bring a bit more organization into the chaos that happens when the waypoints for the creeps wander around. I've also added different types of creeps mainly the soldier, tank, and runner. I am still currently hanging on to the idea of saturation vs de-saturation like my other game impossible shoota.

Categories: XNA | Color Defense
Posted by Elbert on Sunday, February 07, 2010 12:12 PM
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Prototype for my next game

This is a more organic version of a tower defense game. This is just the prototyping stage, but I have been playing with color to relay information about the enemies as well as a more dynamic routing system for the AI. 

Categories: Games Research | XNA
Posted by Elbert on Wednesday, February 03, 2010 10:14 AM
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