Well we managed to get a review of our game Spectrangle360 but the first review we got was a code 4 which means a complete fail. so after talking with some of the XNA community members @KrisWD40 and @MachXGames we decided to pull our game and put it back into playtest. Hopefully we can get some more feedback and review might be alot more smoother in a week or so.
Anyway here are some screen shots of the game to hopefully peek your interest.
Jase
Playtest results
So,
After 2 weeks of play test I managed to get some positive feedback about the game. Mostly every one seemed to think the game was interesting and fun to play. The only other miner issues that people found where:-
The piece didn't swap sides depending on what side was playing.
The ai sometimes took too long on very hard level to play its move.
And I also got reports that the numbers where too small to read.
So after 2 weeks I was hoping to get more response but for some reason (hopefully not the game) that is all I got. So what is the next step? Well I am not going to let my lack of feedback set me back. I am going to spend some time finishing the other bits of the game and then put the game into review and hopefully get some feedback this way other wise my game will be finally published.
Jase
After 2 weeks of play test I managed to get some positive feedback about the game. Mostly every one seemed to think the game was interesting and fun to play. The only other miner issues that people found where:-
The piece didn't swap sides depending on what side was playing.
The ai sometimes took too long on very hard level to play its move.
And I also got reports that the numbers where too small to read.
So after 2 weeks I was hoping to get more response but for some reason (hopefully not the game) that is all I got. So what is the next step? Well I am not going to let my lack of feedback set me back. I am going to spend some time finishing the other bits of the game and then put the game into review and hopefully get some feedback this way other wise my game will be finally published.
Jase
Playtest
Well after months and months and months of chipping away at this game + doing a triatholon and going on various holidays I have finally got the game in a state where most of the functionality can be playtested.
I still have a few things to finish off but at this point its good to get some feedback about the current game and hopefully if I can get some good feedback I can implement this into the final game too.
So I hope to post again soonish with the feedback I recieve and hopefully get the game in to the next stage which is review time.
Jase
I still have a few things to finish off but at this point its good to get some feedback about the current game and hopefully if I can get some good feedback I can implement this into the final game too.
So I hope to post again soonish with the feedback I recieve and hopefully get the game in to the next stage which is review time.
Jase
Progress....
Well its been a while since I updated this but I have finally been making progress on Spectrangle. As you can see its taken me longer then I anticipated, the reason for this is well general life things as usual finding the time to keep chipping away at Spectrangle is hard at best. With me doing my first Sprint triathlon and going away on the odd short holiday just eats up your time.
One major stumbling block was the networking, although I had pretty much figured out the API I was having difficulty with the connection just dropping for no good reason. So my first task was to refactor all the code to work the same as all the supplied Microsofts samples...thus to no avail. I then tried to analyse the data sent from the samples and after a while these showed the dropping out issue.
I finally tracked the problem down to being wireless....??? what, yes thats right my Xbox Slim is wireless and my laptop is wireless. Hard wiring these into my BT home hub instantly fixed the problem. This discovery really helped and let me get on with finishing of the network code, to a state now where you can play a full game on Xbox live...go me.
My next tasks where to re implement the AI, this wasnt much of an issue as I had already figured out the algorithms on the Silverlight version.
My task now are to finish of the AI player configuration and get all the surrounding functionality working, I dont want to put a date on it but August to September I hope to have the game play testable.
Stay tuned.
Jase
One major stumbling block was the networking, although I had pretty much figured out the API I was having difficulty with the connection just dropping for no good reason. So my first task was to refactor all the code to work the same as all the supplied Microsofts samples...thus to no avail. I then tried to analyse the data sent from the samples and after a while these showed the dropping out issue.
I finally tracked the problem down to being wireless....??? what, yes thats right my Xbox Slim is wireless and my laptop is wireless. Hard wiring these into my BT home hub instantly fixed the problem. This discovery really helped and let me get on with finishing of the network code, to a state now where you can play a full game on Xbox live...go me.
My next tasks where to re implement the AI, this wasnt much of an issue as I had already figured out the algorithms on the Silverlight version.
My task now are to finish of the AI player configuration and get all the surrounding functionality working, I dont want to put a date on it but August to September I hope to have the game play testable.
Stay tuned.
Jase
King Of The Hill - KOTH
KOTH was a card game invented by my friend Mark Slattery way back in 1999, whilst talking to mark about developing a simple yet fun game for the Xbox Indie channel we decided it would be cool to implement this card game.
The main reason to do such a simple game was to basically get to grips with the XNA framework as a whole and game development.
Well after many months this game began to actually take shape and be quiet a playable game however it looked pants due to my poor drawing skills as I draw the sprites initially to get the game going.
Here is one of the first screen shots from it:-
I eventually managed to find a great artist who not only was really fast at redoing all the art for KotH he also didnt want much in return, just the experience of doing it. As you can imagine guys like this are hard to find but I hope we can work together on other titles in the future.
Its quite amazing how cool your game will look once you get a decent artist to do your graphics :)
Where is KotH at now?
Well I still aim to get this onto the Xbox Live indie channel but I hope to try to piggy back onto my other game in development "Spectrangle360" success (hopefully).
I am hoping that once Spectrangle360 is out there people might start to actively look for other games developed by us...well you have to hope dont you :)
Jase
The main reason to do such a simple game was to basically get to grips with the XNA framework as a whole and game development.
Well after many months this game began to actually take shape and be quiet a playable game however it looked pants due to my poor drawing skills as I draw the sprites initially to get the game going.
Here is one of the first screen shots from it:-
I eventually managed to find a great artist who not only was really fast at redoing all the art for KotH he also didnt want much in return, just the experience of doing it. As you can imagine guys like this are hard to find but I hope we can work together on other titles in the future.
Its quite amazing how cool your game will look once you get a decent artist to do your graphics :)
Where is KotH at now?
Well I still aim to get this onto the Xbox Live indie channel but I hope to try to piggy back onto my other game in development "Spectrangle360" success (hopefully).
I am hoping that once Spectrangle360 is out there people might start to actively look for other games developed by us...well you have to hope dont you :)
Jase
Xbox Live - Multiplayer
So I almost have multiplayer working in Spectrangle, It was nto as hard as I thought it was however I am still a little doubltful that its going to still work once actually playing over the internet.
At the moment I can almost play a full game between my development laptop and my Xbox and its actually quite cool moving and placing trangs on my laptop and having them move on the Xbox.
Once I have this fully working though, I plan to spend a lot more time polishing the game. I guess as its not a very complex game interms of features I really want it to be slick so people that play the trial game might think..wow this really is a slick game of Spectrangle I would buy that for a doller. To help me make it looking good I actually recieved some of the actual box art from the original board game by jumbo so I will definatly hope to use that some where.
Anyway if you have any thoughts on what I can do to add value to the game or any thought in general it would be nice to hear from you.
Jase
At the moment I can almost play a full game between my development laptop and my Xbox and its actually quite cool moving and placing trangs on my laptop and having them move on the Xbox.
Once I have this fully working though, I plan to spend a lot more time polishing the game. I guess as its not a very complex game interms of features I really want it to be slick so people that play the trial game might think..wow this really is a slick game of Spectrangle I would buy that for a doller. To help me make it looking good I actually recieved some of the actual box art from the original board game by jumbo so I will definatly hope to use that some where.
Anyway if you have any thoughts on what I can do to add value to the game or any thought in general it would be nice to hear from you.
Jase
Spectrangle
Spectrangle360
Well I actually started this project a while back just to see how hard it would be to develop Spectrangle for the 360 and to my suprise it was actually quite easy, once I managed to get the trangs generated and the coordinate system working which uses the analog stick to move the trangs around the board.
As I mentioned on the main page, after a number of emails between myself and Jumbo and showing them the prototype that I had developed in Silverlight, Jumbo finally agreed to let me use their IP. Currently I have the basics of the game working (Including a basic AI opponent) but here are the features I am hoping to add to the final Spectrangle360.
As you can see, due to the much better resolutions of the Xbox more detail can be added to make the Trangs look photo realistic instead of using vector images.
Well thats it for now, I have been dying to tell people what I have been up to and now I have the proper permissions I can and I hope to have Spectrangle360 available soon.
Jase
As I mentioned on the main page, after a number of emails between myself and Jumbo and showing them the prototype that I had developed in Silverlight, Jumbo finally agreed to let me use their IP. Currently I have the basics of the game working (Including a basic AI opponent) but here are the features I am hoping to add to the final Spectrangle360.
- 4 player multiplayer on the same Xbox
- 4 player network play
- Global highscores
- Different game types for Spectrangle
- And 4 AI difficulties
As you can see, due to the much better resolutions of the Xbox more detail can be added to make the Trangs look photo realistic instead of using vector images.
Well thats it for now, I have been dying to tell people what I have been up to and now I have the proper permissions I can and I hope to have Spectrangle360 available soon.
Jase
New Project....sort off
Well I have not been able to update KOTH from when I last put it in for play test on the XBLIG last year and the reason why was that I had an idea to start a different project which I already had some experience of creating.
This project was a version of "Spectrangle" published by Jumbo which I developed in Silverlight, here is a link to that game which I completed a while back.
http://www.game-of-the-gods.com/sandbox/spacerocks/clientbin/spectrangle.html
(You while need Silverlight to run this)
Anyway I got to thinking that why dont I ask the games owner Jumbo to allow me to create a version for the Xbox and maybe other platforms.
Read more on the "Spectrangle360" tab where I plan to update the page with the latest developments.
This project was a version of "Spectrangle" published by Jumbo which I developed in Silverlight, here is a link to that game which I completed a while back.
http://www.game-of-the-gods.com/sandbox/spacerocks/clientbin/spectrangle.html
(You while need Silverlight to run this)
Anyway I got to thinking that why dont I ask the games owner Jumbo to allow me to create a version for the Xbox and maybe other platforms.
Read more on the "Spectrangle360" tab where I plan to update the page with the latest developments.
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