I appreciate the irony of posting two days after I said I’ll try posting daily.
Yesterday, I did not get much done. I sent an email reply to the artist, clarifying a point. She definitely made more progress than me, yesterday.
Today, I shall strive to outpace her, however. I have a standard workday ahead of me, with dinner plans set with some friends for 5pm. I plan on working on the menu screen, as well as saving settings from said menu screen. The menu screen should have a “Start Game” option, a “Difficulty” option, and an “Exit to Arcade” option. Stretch goal for the day: save the difficulty setting.
All of this, of course, means that I need to start slacking off IMMEDIATELY.
How exciting!
Follow-up (4:15pm):
Rough drafts of all items above have been completed. We have a menu that now immediately follows the splash screen. There’s no fancy background yet, because I haven’t figured out how I want the menu to look. The “Exit to Arcade” command works, saving whatever difficulty you had set previously.
In Windows, it appears that the SignedInGamers collection is empty, so I had to do some tricks to get the filesave to work per-user like I want it to work on the 360. I DO need to test the file save on the Xbox, to confirm that the per-user settings are retained properly. Maybe I can test that tonight.
Difficulty is based on the built-in functionality. And the GameScreen that’s in there now is just the default from the GameStateManagement sample.
Speaking of which – I’ve taken some code from the GameStateManagement sample, but also improved on it. In their sample, each window seemed to be in charge of loading the next windows in the sequence.
I moved that functionality into a GameService, so that the GameScreen objects do not have to be aware of what follows them, and neither does the ScreenManager. It’s all hard-coded now into a TransitionManager, but I think it would be pretty sweet to switch the transition elements into XML. I’m DEFINITELY saving that for the end, though, since it’s not specifically a gameplay element.
Additionally, I’ve set up subversion, so that I can maintain my code remotely and not have to stress about anything being lost. It should also let me share my code with the artist, as I progress.
Finally, I did a little work on the icons for the game executable. Nothing I’m proud of, mind you, but I’m working towards an overall design that I really think I’m going to like. Of course, the more I think about those things, the more work it means for the artist. ;)
How exciting!
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