- Director is lazy or distracted
- The development environment sucks
- The project idea fails to motivate people to work hard
- The project is reliant on a single feature or person
- Project has too large of a scope
Saturday, February 19, 2011
The Onion Development Model
Wednesday, February 9, 2011
Galaxy Raider Spring Semester 2011 Update #1
Galaxy Raider, SGD's epic 3D air/space fighter game, is off to an exciting start this semester. During the last semester, many of the core mechanics were implemented and now the team is working hard to improve and add to the existing content and codebase.
Started as a year-long project, the Galaxy Raider team is still going strong after a rough first semester, with some returning and even more new members, we can expect great things from Galaxy Raider this year. Initially using a previously programmed 3D graphics engine and terrain editor as a framework, the Galaxy Raider team began the work of building a complete game last semester.
Previous Content:
-Physics and player movement
-First weapon and damage system
-Player Ship model
-Original Music
-Original Storyline
Over winter break and during the last few weeks, Galaxy Raider has continued to progress and add new features, some of which are listed below.
New Feature List:
-Auto-targeting laser weapon
-Early stages of a particle engine
-Some basic AI
-Main menu system
-Optimized game engine
Even more features are yet to be added, stay tuned for future updates from Galaxy Raider and the rest of the SGD projects.
Sunday, February 6, 2011
The Flat Red Ball game engine
Flat Red Ball is a game engine for games developed in XNA. Currently 2 SGD projects – Moves and Virtuoso - are using the engine in their projects, and one other – Colors – used it last semester. It has also been used for projects such as the Android version of Steambirds, a popular game originally developed in Flash.
Another big advantage to Flat Red Ball is the amount of tools for content creation. FRB has numerous tools to create sprites, animations, tiles, and levels. This makes it much easier to integrate this content into the game – creating a level in the level editor makes an XML file with all the data, which is then read into the game.
From a programming standpoint, FRB provides two main structures, Entities and Screens, to manage all the parts of the game, as well as a way to organize these structures, known as Glue. Entities are basically FRB’s definition of an object; if there is logic for an in game object, it is an entity. The biggest difference is the inclusion of a manager, an automatically created object that handles all of the entities added to it. Screens are exactly what they sound like – objects to hold all the data in any given “screen” in your game (such as the menu, level, etc). You use screens to add all the objects and entities to the game, as well as manage some of the logic necessary for the objects in the screen to interact. Glue is an IDE much like Visual Studio, but designed specifically for FRB. It makes adding and editing entities and screens much simpler than just doing it straight from FRB, though it is not necessary to use the engine.
All of these extra tools, however, come at a cost. While entities and screens are quite useful, it definitely makes the learning curve for FRB very steep. In addition, all the extra tools are completely separate applications, not one big one. Each of these applications works differently, and each one is integrated into the game in a different way. The result is a fairly clunky combination of tools that are fairly difficult to use all at once, even if they simplify the individual components greatly.
To download the FRB engine, or to get more information on what FRB can do and tutorials on how to do it, check out their website at http://www.flatredball.com/frb/blog/.
Friday, February 4, 2011
Internship Opportunity -- TeeGee
Last night Tom Giedgowd, a student at the Darden School, came by to pitch some internship opportunities for his startup company developing customizable teddy bears.