Showing posts with label xna. Show all posts
Showing posts with label xna. Show all posts

Wednesday, February 3, 2010

Project Pitch: Dual

Dual, an XNA dual-analog stick shooter led by Andrew Gaubatz, takes traditional cooperative gaming and spins it on its head. Two players work together in a 2D environment to complete numerous tasks, but while doing so each the two players must work against each other to achieve competitive secondary goals before his partner does.



Click here to download the PowerPoint presentation for Dual.

Thursday, September 10, 2009

Project Pitch: Gladiators

Taking a step off of the tried-and-true path, Gladiators is a 2D fighting game with a twist: rather than placing the emphasis on close-quarters hand-to-hand combat, the game focuses instead on the unique supernatural abilities of its characters, with each engaging his respective opponent with spells, chants, and magic instead. The abilities players use will have a noticeable effect on the fight beyond inflicting damage, as each ability has a unique effect on the game's music and produces its own special effects.

The project is to be completed over the course of one year using the XNA platform. Up to five positions are available, focusing in the gameplay design / programming and content generation areas. Gladiators is directed by third-year CS major Justin Holmes.

Click here to download the Powerpoint presentation for Gladiators.

Project Pitch: Empyreal

The spiritual successor to last semester's Skies of Fury, Empyreal is a top-down view 3D shooter which returns the player to the fight for control of the heavens in an advanced tactical fighter. This time around, however, the player is free to roam the gameplay environment as he pleases, and he will engage in a variety of tactical gameplay challenges through various mission types, ranging from simple “kill everything” sorties, escort missions, base defense missions, and enemy base assaults.

The project is to be completed over the course of one semester using the XNA platform. At least three and up to six positions are available, focusing in the game design, programming, and 3D asset modeling facets of the project. Empyreal is directed by fourth-year CS major Christopher Hooe.

Click here to download the Powerpoint presentation for Empyreal.

Saturday, September 5, 2009

Project Pitch: Laser Lockdown

The second of several projects the Student Game Developers will pursue this semester, Laser Lockdown is a player-vs-player first-person shooter centered around a game of laser tag. Unique to this project is the use of Nintendo's Wiimote to create a head-tracking control scheme.

The project is to be completed over the course of two semesters using the Ox Engine in the XNA platform. At least three and up to seven positions are available, including Wiimote specialists, 3D artists, gameplay designers / programmers, and audio specialists. Laser Lockdown is directed by fourth-year CS major Chris Dodge.

Click here to download the Powerpoint presentation for Laser Lockdown.

Thursday, September 3, 2009

Project Pitch: T-Cubed

Beginning...well, now, information about projects the Student Game Developers will pursue during the Fall 2009 semester will appear on the website. SGD intends to develop at least five games this semester, and by the end of next week overview information regarding all of these projects will be posted. The foremost project we are formally announcing is T-Cubed.

T-Cubed is a multilayered puzzle game based upon one of the most popular video games of all time, Tetris. Players will have to combine their reflexes and joystick jockeying skills with their quick-thinking Tetris skills, as players must compete in a variety of mini-games to earn money which can be used to blow up completed rows and purchase other useful power-ups to score higher and continue the Tetris game.

The project is to be completed over the course of one semester using the XNA platform. At least two and up to six positions are available, focusing in the game design and programming facets of the project. The T-Cubed project is directed by second-year CS major Andrew Gaubatz.

Click here to download the Powerpoint presentation for T-Cubed (which contains more information and a gameplay mock-up).

Saturday, August 29, 2009

SGD XNA Library Information

To all directors whose projects will be developed in XNA Game Studio 3.0 or later, I have compiled (and I am continuously adding to) a code library for SGD specifically targeted for the XNA development environment. If you wish to use this, please email me for instructions as to how to obtain it.

Here's what the code library currently contains:
  • Keyboard management class; useful for reading input off the keyboard. Can test for presses of a single key, whether a key is being held down, and also for a series of keystrokes (useful for programming cheat codes, for example).
  • Controller management class; useful for reading input off of up to four XBOX360 gamepads.
  • Mouse management class; useful for reading input off of the mouse.
  • Resource pool class; useful for initializing a set amount of objects that will be used repeatedly, such a projectiles from weapons; correct implementation saves time and memory.
  • XML reading and writing capability with any user-defined class
  • Sound effect management class; useful for managing and playing sound effects.
  • Game state management classes; useful for (obviously) game state management.
Planned for future implementations:
  • A simple menu system implementation.
  • A class to create a textured 3D mesh from a 2D image (i.e. a height map)
Any feature suggestions and code submissions are welcome as well; just drop me an email. If you submit code, you will obviously be credited for your work.

Wednesday, June 17, 2009

Useful XNA Resources

Below are some useful resources to reference for developing projects in Microsoft XNA Game Studio, one of several platforms used by Student Game Developers to develop projects (by no means the only platform, however). I personally have used all of the resources listed below and have found them all to be helpful in some form or another.

Note that all resources listed (particularly the books) assume a functional understanding of programming concepts, particularly with regard to C#, but in my experience if you are comfortable with C++ and Java you should have no problem picking up C#.

Full list after the jump.


BOOKS

Microsoft XNA Unleashed by Chad Carter
Focuses on how to do lower-level tasks, such as shading, controller input, sprite and 3D model drawing, etc.

Microsoft XNA Game Studio Creator's Guide, 2nd Edition by Stephen Cawood and Pat McGee
Like XNA Unleashed, but also provides overview of mathstuffs pertinent in computer graphics concepts such as vectors, matrices, etc. and how to use them in the context of XNA

Professional XNA Programming: Building Games for Xbox 360 and Windows with XNA Game Studio 2.0 by Benjamin Nitschke
A higher-level overview of XNA, featuring tutorials that have the reader implementing complete games such as Pong, Breakout, and Rocket Commander.
(note: written for XNA Game Studio 2.0, and code samples are out-of-date)

INTERNETS

GameDev.net
A general-purpose game programming help website; doesn't necessarily focus on XNA, but lots of useful stuff all over the website and forum.

Ziggyware
Like GameDev.net, but more focused on XNA. Features XNA tutorials, help forum, and a 3D model database.

XNA Creators Club Online
Official website for XNA Game Studio; features games developed in XNA, programmer blogs, tutorials, and help forum.

Although this organization has members who are University of Virginia students and may have University employees associated or engaged in its activities and affairs, the organization is not a part of or an agency of the University. It is a separate and independent organization which is responsible for and manages its own activities and affairs. The University does not direct, supervise or control the organization and is not responsible for the organization’s contracts, acts or omissions.