I’ve decided to give XNA7Day a try.
This one is interesting, in that the resultant, compiled files need to weigh in at less than 100K, total. So, every decision made during this project will require a careful consideration for that decision’s impact to the overall space allowance.
I’ve already begun work by taking the GameStateManagement library I put together for Unlink & Celestial, but with some modifications to make it as ultra-slim as possible. The first thing I did was enable compression in the Content Build section of each project. This made for some sizable & immediate improvements in my art, font, and audio choices. Secondly, I dropped all of the debugging content from the Release build, so that I can judge the final size w/o unpacking the CCGAME. Finally, I’m going to scale the game down to 480p, so that my art can be made smaller as well!
I’ll likely create a small script or app to gauge the final size of the Release folder, adding it as a post-build step so that I don’t have to check the folder manually.
As for the game itself, I think I’ll make a simple, top-down, maze-walk game. Get to the center, win the game. I might make the maze auto-generate, if I have time.
At this time, the game starts and displays a (miniaturized) RM splash screen. ;) Next up: show a quick story screen, and then head into the main menu!
How magniloquent!
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