Wednesday, October 28, 2009

Start of a Blog!

Well, here goes. The first post of a new blog.

As listed by the blog name, this is a blog of a developer. Actually, if everything goes as planned, maybe two developers. :)

The purpose of this blog is just to help jot down thoughts and ideas on games that we're developing. We're not out to create our own video game studio... unless we make LOTS and LOTS of money first. Hahaha.

Seriously, we're just two guys developing video games with XNA, which means we're able to publish games for Windows and the XBox 360. It's mostly for fun too. We're not spending 8 hours a day programming. (Though I've done it a couple of times already since I had a REALLY good code idea in my head)

Myself, I'm unemployed and actively job hunting, and my partner is currently employed with a full time job. This passion is just a hobby. A fun hobby, but still just a hobby.

Here's what's on our plates:

We've two games in development.

One: A puzzle game in a match-3 genre where we're working in a 3D space, and not just a 2D flat board.

Two: A multiplayer platformer RPG. Yes you read that right. It's a bit ambitious for newbies but hey, we like thinking big.

Both games are being developed simultaneously, which means, we work on whatever part of either game that we feel like.

Originally the first game wasn't going to be worked on seriously since a few technical issues arose, but those have been resolved, and thanks to them, both games are progressing quite well actually.

Now, more about the process:

Since we're two guys just coding these games for fun, we don't have nor want a commercial product that assists with the development. No predefined libraries for us, no thank you!
Everything we've done we've coded. And anything reusable has been added to our GameLibrary. The GameLibrary is just that, a library of game parts. It first started as just an FPS calculator and limiter. But now it's got multiple camera types, basic controllable 3D models, even a Clickable model type. The latest component added was a Mappable Input Controller. I love this thing. I can map any button to any action and it'll run flawlessly sending callbacks when a mapped action was triggered.

Well that's it for today. The next couple of posts will describe the games and the current visions, before going into any technical.

See you soon.