Pirates of Galactic Proportions
For my second project, I was thinking about making a 2d scrolling shooter by myself using C++ and DirectX again. Instead, during one of the Green Bay Student Chapter IGDA meetings, I had talked with Philip Morey, an ITT Tech student about having him make some art assets for my next project. He was then approached by Tyler Hoffmann, another ITT Student about doing another 2D game. Philip told Tyler about my idea, and the three of us decided to make a 2D game together. In addition, we attended the first ever Game Team Venue meeting (an event designed to get students together to form teams and make games), and recruited Kathy Karadimos, our 4th member. It was then that the Lost Muffins were born.
After discussing the project with my teammates, it was decided that we would create the game using C# and XNA. One of the purposes of making the game is to use it to compete in the Game Fair held at ITT Tech. Using C# and XNA gives us an easier language/toolset to work with, and we also have the advantage of being able to demo our game on the XBOX 360. Below is an early prototype:
After discussing the project with my teammates, it was decided that we would create the game using C# and XNA. One of the purposes of making the game is to use it to compete in the Game Fair held at ITT Tech. Using C# and XNA gives us an easier language/toolset to work with, and we also have the advantage of being able to demo our game on the XBOX 360. Below is an early prototype:
Demo for the 2009 Game Fair
At some point, we decided to enter a first level demo of our game and submit it as a 2D game for the 2009 Midwest Game Fair (http://www.youtube.com/watch?v=Mj9CqR0JCaM), which is held annually at ITT Tech. We came up with a preliminary game design concept, and started to talk about the story and plot for our game as well. However, with the game fair looming, we decided that we would focus more on the coding, graphics, and gameplay. I pulled in Lucas Ciarlante, my brother, to make some music for the game as well. I'll be posting that demo soon as well.
Even though there were a lot of submissions for the 2D category, we still managed to take 3rd with what we did, which was pretty good in my opinion. My take on the game itself:
The good
- Polished opening screen, controls description, and credits
- Music went well with the theme
- As always, learned several coding tricks
- Managed to pull together a full game level
The bad
- The background could have used an overhaul
- The AI was a bit repetitive and could be cheap at times
- The first level boss (Gold Nugget not that it matters to any of you) did not get implemented, so the first level ends rather anticlimactically.
The good
- Polished opening screen, controls description, and credits
- Music went well with the theme
- As always, learned several coding tricks
- Managed to pull together a full game level
The bad
- The background could have used an overhaul
- The AI was a bit repetitive and could be cheap at times
- The first level boss (Gold Nugget not that it matters to any of you) did not get implemented, so the first level ends rather anticlimactically.
The Aftermath / Current Status
After the game fair, we decided to take a step back and revamp the game completely. We did lots of brainstorming, and added Patrick Miller, the former president of the IGDA GB student chapter, and a fellow programmer. At about that same time, we lost Tyler as a programmer, due to him having other responsibilities. We are currently working on another first level prototype. We now have it, along with the universe for the game designed in more detail. Pat and I also created a code doc as well. We are currently coding the game, and creating the art assets. Look forward to seeing updates on this as the game progresses.