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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Rick Hoskinson's Blog : XNA Game Studio Express</title><link>http://blogs.msdn.com/rickhos/archive/tags/XNA+Game+Studio+Express/default.aspx</link><description>Tags: XNA Game Studio Express</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>Dev Diary: River's End</title><link>http://blogs.msdn.com/rickhos/archive/2007/05/27/dev-diary-river-s-end.aspx</link><pubDate>Sun, 27 May 2007 23:04:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:2926104</guid><dc:creator>RickHos</dc:creator><slash:comments>1</slash:comments><comments>http://blogs.msdn.com/rickhos/comments/2926104.aspx</comments><wfw:commentRss>http://blogs.msdn.com/rickhos/commentrss.aspx?PostID=2926104</wfw:commentRss><description>&lt;P&gt;Apologies&amp;nbsp;for the lack of updates, it's been a crazy month.&amp;nbsp; Even with all the madness of work, I have had some spare time to work on my private game project.&amp;nbsp; I've been using this to keep my game-dev/c# skills sharp as well as to "feel the pain" of my customers.&amp;nbsp; Though to be perfectly honest, there's been very little painful about my development experience so far.&amp;nbsp; Working on this game has taken over&amp;nbsp;my usual leisure time.&amp;nbsp; Not&amp;nbsp;necessarily a bad thing,&amp;nbsp;as I've been burning&amp;nbsp;out on my&amp;nbsp;usual MMO time-sinks.&lt;/P&gt;
&lt;P&gt;Most of the changes I've been making have been in the interest of preparing for a major content update.&amp;nbsp; I have some final graphics features to add before I'm ready to begin adding levels to the game.&amp;nbsp; Then it's content time -- I've got 25 levels specified and I'm shooting for 100 levels in the final game.&amp;nbsp; Why so many?&amp;nbsp; Well for one, they're pretty easy to develop now -- they're written entirely in C# similar to a script.&amp;nbsp; I've fleshed out a huge number of helper functions and classes turning c# into an effective design language for making levels.&amp;nbsp; I have a few more features before my &lt;STRONG&gt;Content Bash&lt;/STRONG&gt; where several levels will be added and the game prepared for play testing.&lt;/P&gt;
&lt;P&gt;Gameplay concepts have solidified nicely.&amp;nbsp; I'm moving away from an ambient game to more of a puzzle game format.&amp;nbsp; Each level will have a objectives which the player must discover through a combination of trial-and-error and visual cues.&amp;nbsp; The visual cues are intentionally elaborate, designed to inform the player using a "warmer/colder" heuristic.&lt;/P&gt;
&lt;P&gt;The game itself features paper lanterns floating down a river.&amp;nbsp; You play the part of a river spirit that must extinguish these lamps with its breath, releasing many flavors of "ghosts".&amp;nbsp; Some ghosts are simply harmful.&amp;nbsp; They'll swim through the sky and attack you if you get close enough.&amp;nbsp; Other ghosts have more complex functions, such as seeking out other ghosts or altering your abilities when "caught".&amp;nbsp; Your inputs are your breath, your movement controls, and a simplistic "action" button that is context sensitive in each level.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;Let me give you an example of some levels (SPOILERS!):&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Level 1: Tutorial&lt;/STRONG&gt;&amp;nbsp; --&amp;nbsp; The first level is a simple introduction to the controls.&amp;nbsp; There are several colors and shapes of lamps floating about.&amp;nbsp; One of them stands out from the rest and will spawn helpful ghosts that will seek you out and help you progress toward your goal.&amp;nbsp; All other lamps will spawn evil ghosts that will rapidly eat up your health if you get too close.&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Level 9:&amp;nbsp;Sea of Light&lt;/STRONG&gt;&amp;nbsp; --&amp;nbsp; This level spawns one color of lamp though it will spawn one of two kind of ghost.&amp;nbsp; The first will slow you down and moves randomly.&amp;nbsp; The other is a slow moving but dangerous ghost that can destroy you if 10 or so catch you.&amp;nbsp; A visual cue will get more intense as you spawn each ghost.&amp;nbsp; It's a hint to let you know that the goal is to spawn as many ghosts as possible while never stopping.&amp;nbsp; The key is speed -- once a certain number of ghosts are spawned (currently the number is 250), you win the level.&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Level 5:&amp;nbsp;The Display&lt;/STRONG&gt;&amp;nbsp; --&amp;nbsp; And easy level with a cool visual effect.&amp;nbsp; There are three spatial "regions" of lamps.&amp;nbsp; The first two spawn harmless "firework" ghosts that lazily wander around the river.&amp;nbsp; The center line of lamps spawns "hunter" ghosts, which chase down other ghosts.&amp;nbsp; When you spawn a hunter and there are unexploded firework ghosts about, they chase down a firework ghost and cause a firework-like explosion!&amp;nbsp; The&amp;nbsp;goal is to cause a huge fireworks display to move on.&lt;/P&gt;
&lt;P mce_keep="true"&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;The total time spent in May has been about 65 hours.&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Features added in May&lt;/STRONG&gt;&lt;/P&gt;
&lt;UL&gt;
&lt;LI&gt;Menu &amp;amp; Text&amp;nbsp;System&lt;/LI&gt;
&lt;LI&gt;New Level loading &amp;amp; scripting system&lt;/LI&gt;
&lt;LI&gt;Graphics&lt;/LI&gt;
&lt;UL&gt;
&lt;LI&gt;Area Fog&lt;/LI&gt;
&lt;LI&gt;Improved Water with Fresnel&lt;/LI&gt;
&lt;LI&gt;Local light sources&lt;/LI&gt;
&lt;LI&gt;River Bed&lt;/LI&gt;
&lt;LI&gt;Ghost Effect (image space accumulation with blur and falloff, gives the ghosts a spooky "tracer" effect)&lt;/LI&gt;
&lt;LI&gt;Breath distortion effect&lt;/LI&gt;
&lt;LI&gt;Transition effects&lt;/LI&gt;&lt;/UL&gt;
&lt;LI&gt;Skybox improvements&lt;/LI&gt;
&lt;LI&gt;First-pass batching improvements&lt;/LI&gt;
&lt;LI&gt;Alpha and rendertarget re-ordering to support necessary graphics effects&lt;/LI&gt;
&lt;LI&gt;All-new audio engine &amp;amp; first music &amp;amp; ambient tracks laid down&lt;/LI&gt;&lt;/UL&gt;
&lt;P&gt;&lt;STRONG&gt;Features to add before Content Bash&lt;/STRONG&gt;&lt;/P&gt;
&lt;UL&gt;
&lt;LI&gt;"Light Globe" progress heuristic&amp;nbsp; (est. 2 hours)&lt;/LI&gt;
&lt;LI&gt;"St. Elmo's Fire" progress heuristic (est.&amp;nbsp;6 hours)&lt;/LI&gt;
&lt;LI&gt;Transition Engine (est.&amp;nbsp;6 hours)&lt;/LI&gt;
&lt;LI&gt;Input Engine Revamp (est.&amp;nbsp;4 hours)&lt;/LI&gt;
&lt;LI&gt;Improved Chase Camera (est. 2 hours)&lt;/LI&gt;
&lt;LI&gt;Force Feedback (est.&amp;nbsp;1 hours)&lt;/LI&gt;
&lt;LI&gt;New Player Geometry, Lamp Geometry, &amp;amp; additional Lamp shaders&amp;nbsp;(est.&amp;nbsp;25 hours)&lt;/LI&gt;
&lt;LI&gt;Level-Dependant graphics settings plumbing (est.&amp;nbsp;4 hours)&lt;/LI&gt;
&lt;LI&gt;Particle Engine (est.&amp;nbsp;8 hours, borrowing from creators.XNA.com GPU&amp;nbsp;particle sample)&lt;/LI&gt;&lt;/UL&gt;
&lt;P&gt;That should keep me busy for the next month or two.&amp;nbsp; I only want to work on this at night or on rainy&amp;nbsp;days, so weather and work will determine my schedule.&amp;nbsp; Now I leave you with a couple of screenshots taken in game just today.&lt;/P&gt;
&lt;P mce_keep="true"&gt;&lt;IMG title="In-game shot.  The ghosts are the purple spheres.  The ghostly tails are acheived through an accumulation + bloom rentertarget chain." style="WIDTH: 643px; HEIGHT: 376px" height=376 alt="In-game shot.  The ghosts are the purple spheres.  The ghostly tails are acheived through an accumulation + bloom rentertarget chain." src="http://www.zoneseek.net/images/blog06/lampgame.5.27.2007.jpg" width=643 mce_src="http://www.zoneseek.net/images/blog06/lampgame.5.27.2007.jpg"&gt;&lt;/P&gt;
&lt;P mce_keep="true"&gt;&lt;A class="" href="http://www.zoneseek.net/images/blog06/lampgame.5.27.2007.bmp" target=_blank mce_href="http://www.zoneseek.net/images/blog06/lampgame.5.27.2007.bmp"&gt;Full-Size BMP&lt;/A&gt;&lt;/P&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=2926104" width="1" height="1"&gt;</description><category domain="http://blogs.msdn.com/rickhos/archive/tags/XNA+Game+Studio+Express/default.aspx">XNA Game Studio Express</category></item></channel></rss>