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Challenge #3 – Day 1

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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