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.

One of the biggest advantages to FRB is the automatic inclusion of input methods and collision detection. Normally it is fairly difficult to handle input and collisions (especially collisions) in XNA. Flat Red Ball makes it much easier to process input from numerous methods (such as the keyboard and Xbox gamepad), as well as not only detecting collisions, but reacting to them. This makes it much easier to set up the basics of a game and getting into the meat of the development.

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.

Check out the presentation for more info on the opportunities, and send any questions or applications to GiedgowdT12@darden.virginia.edu.


Tuesday, January 25, 2011

Spring 2011 Pitch Meeting



Join us for the first meeting of the semester. The Spring 2011 Pitch Meeting will be held on Thursday, January 27th at 5 pm in Olsson 009. Experienced members of the club will pitch five new projects with positions available for programmers, artists, designers, and musicians. If you're not currently a member of the club, this is a great opportunity to see what we're about and get involved in making games. If you're already a member, make sure to try to make it as well, because this is you're best chance to see what projects we'll be working on and to get in on a team.

Tuesday, January 18, 2011

SGD Team Places at Rosetta Stone Game Jam 2011


This winter break, a team from the Student Game Developers attended the 2011 Rosetta Stone Winter Game Jam and took 2nd place in the student division for their game Doodle Defender.

The three students were each awarded a MacBook Air and a 1-year subscription to Rosetta Stone TOTALe. Their team, Cornflower Blue, consisted of third year Computer Science majors Nicholas Loffredo, Andrew Gaubatz, and Daniel Epstein. You can check out a video of the game in action below:



The challenge was to develop a game themed around "exploration", "layers", and "ink" in 36 hours. 11 teams in all participated with 6 teams in the professional division and 5 in the student division.

For more information on the competition and the other winners, check out the official press release.

Thursday, October 14, 2010

Mid-Semester Expo: Success!

This year's Mid-Semester Expo was a raging success!

SC2: Currently have finished our Micro Map, called "The Last Remnants of Char". To find it on Battle.net, search for just "Remnant" as if you add "Char" other maps show up. Also, it was baller.

Galaxy Raider: Galaxy Raider currently has a nearly (80-90%) complete map editor, and a core game engine, which so far supports a player and movement. (barrel rolls!)

Monolithic: has a lot of disjoint pieces that need to be integrated. We have cool art assets, some cards in the database, and lots of graphical elements.

Colors - The game is coming along. Not much has happened on the surface since the Microsoft meeting, but lots of content is ready to be loaded. The game should definitely be ready by the end of semester. Thankfully it was still playable even know the team suffered some build problems right before the meeting. The team seems enthusiastic and the game should be fun to play when it is done.


All in all, it was pretty baller.

Thursday, September 9, 2010

This Friday - The Industry Comes to US

So the subject of this post may be a little dramatic, however it rings true - this Friday at 6pm you will have an opportunity to meet and shmooz with Tyler Carbone, one of the founding members of SRRN Games, a local startup here in Charlottesville! Tyler will be here to talk about SRRN's progress ( a few of us from SGD have been working with them this summer), and to present some opportunities for internships during the semester. If you want more information about SRRN you can check out their website at www.srrngames.com.

For those of you who are interested in potentially doing some part-time work on the side this semester, or for those just curious about how a game company gets started and moves forward, I recommend you swing on by and check it out.

Where: Olsson 005
When: Friday, Sept. 10th 6pm
What: SRRN Games Talk

I'm looking forward to seeing you all there.
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