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Revision 38

Now that the holidays are behind me (almost!), I was able to get some work done on Unlink.

Something that’s been driving me crazy ever since September is the way I’d written the game.  Oh, it was sloppy.  Yes, it was.  The game logic was all wrapped up in the UI, and there was a disgusting little state machine holding it all together.  It was finally time to rip that game logic out and move it into its own service.

So, after I left work early today, I spent a little time refactoring my code.  At the same time, I also ended up making some improvements in the way that the UI dealt with the game logic, and now I’m much happier with the results.

In other news, my friend WILL be doing audio work for me.  He’s sent me a sample, which will be integrated into Revision 39, assuredly.  Another thing which will definitely happen in Revision 39:  a Tutorial page.

How Happy New Year to Unlink!

Revision 37

Like I said last time, I’ve been sick for the last few days.  So, I’ve not done much work on the game.  I’m a little disappointed in myself, actually.

Just now, I decided to work on the Content project.  All I really did was reorganize the files into folders.  That WAS in preparation for some new art to take the place of the progress indicator, so I guess it’s not a complete loss.  And I’ve started talks with a friend of mine, to help me out with some music for the game.

How uninteresting…

Revision 36

I’m not feeling well today.

I got audio working correctly, abandoning XACT completely.  Then I started working on the resolution concerns.

See, I have a beautifully-crafted static image as a mask on my foreground.  But, for whatever reason, the edges are cut off when it’s displayed on my TV.  If I scale the image to the TitleSafeArea, it’s visibly too small.  And I can’t modify the TV signal (you know, in case it’s a zoom/widezoom issue).

I only have one other HDTV in my house to try with, so I’ll probably give that a shot tomorrow.  However, if that doesn’t work out, I guess I’ll need to travel to see if I can figure out what’s up.

How confounding…

Work to be done

  • Convert game code to MVC format
  • Fix user detection
  • Adjust Main menu (Play Game, Tutorial, Controls, Options, Exit)
  • Create controls screen
  • Create Tutorial
  • Add BG music
  • Add Option for BG music (include graphic of waveform)
  • Create Color Wheel Control
  • Add Option for Player Color, Enemy Color, AI Color (using color wheel)
  • Resolve resolution concerns w/ playable gamespace & actual display size (80% rule)
  • Fix transition manager to accept “commands”
  • Draw arched, 3D lines
  • Draw line pulses
  • Create game pieces (square, diamond, circle, cylinder)
  • Create GamePieceFactory
  • Add random “puzzle” network to the Main Menu screen

Revision 35

Unlink is now compatible with Game Studio 3.0, and .NET 3.5.

I’ve also removed the formerly-handy QuickXAP, thanks to Game Studio 3.0 not acting like audio is an act of the devil.

How modern!

Unlink did not win

Well, I’m not sure what I expected.  However, Unlink was not a winner for the Dream Build Play 2008 competition.

Even though that got me down, I started looking at some of the games that made it into the Community Games and I thought “hey, I can do better than that!”

So, without further ado…

How immediate!

Revision 34

Well, it looks like the contest was extended by a few days.  So, after a short rest, I took advantage of the situation and updated my audio components.  They needed some work, as there was no way to stop the sounds from playing.  Also, I said “um” a lot, and there wasn’t a “you didn’t succeed” sound.

Anyway, the game file was updated on DBP just now, with 2 hours to spare.  I’m pretty pleased with the final, final product.  ;)

How opportunistic!

Revision 33

The final revision.

All artifacts are checked in, and have been submitted to DBP.

This has been a great learning experience, and I look forward to making my next game with XNA!

How exciting!

Revision 29

  • Add data feedback for win/loss
  • Add functionality to support multiple codes per “level” (difficulty-based)
  • Get Gamer Tag + Picture (untested)
  • Render the whole left side of the board, for that matter, including timer & progress
  • Change confirmation quit screen to score printout screen
  • Bugfixes, and maybe more…
  • I’m missing the XACT audio stuff.  I’m going to take a break, take my dog for a walk, and then come back and take a crack at it.

    Update (10:35 pm):

    Thanks to Nick Gravelyn’s tutorial on using QuickXAP, I was able to integrate audio rapidly into my solution.  One wonders how the XNA team managed to let something like easy audio integration slip so far past them.  So, as of now, I have some intro music for the story screen, a sound effect for moving the cursor, and the initial tutorial intro that i’d hoped to put in.

    As far as I’m concerned, I’m done!  Time to package it up, and start writing my docs!

    How complete!

    Revision 27

    • Update game logic to stop detecting false positives (game works great, now!)
    • Add data feedback for win/loss
    • Figure out some way to use the difficult levels, or take them out (duration of gameplay) 
    • Add functionality to support multiple codes per “level” (difficulty-based)
    • Get Gamer Tag + Picture (untested)
    • Render the whole left side of the board, for that matter, including timer & progress
    • Change confirmation quit screen to score printout screen
    • Bugfixes, and maybe more…

    Update (9:16am):

    Revision 28 has an additional feature:  visible timer.  it’s interesting how that jacks with your perception of the puzzle.  This is the first version of Unlink that would be a submission candidate.  I’m looking forward to having someone else test it.

    How monumental!