Posts Tagged ‘XNA’

Git Remotes

I’ve been trying out GitHub for my XNA work (http://github.com/SteveJohnstone/BurntFramework) and part of that is learning about how Git works. Thankfully I found quite a nice article by Rafael Garcia-Suarez about how Git remotes work.

ConstType: Git: how remotes work.

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Rule the World Game

I’ve been making an XNA game for a while. It’s a clone of the board game Risk, and I’m making it it using my own game engine which I’m building at the same time. The current working title is “Rule the World”. My aim is to have a sellable game and something with which I can base future games on. So far it’s going pretty well, and can actually be played from start to end, although only using a single controller. Here’s a little bit of a sneak peek:


Risk Game Demo 1 from Steve Johnstone on Vimeo.

I’m using the Interpolation code from Nick Gravlyn’s blog, although I’ve heavily modified it in order to use it with Vectors and Colours. The menu is hand written and was a bit of a bugger to write, but I’m really happy with how it turned out. The shader is also hand written from scratch, as is the input manager. My next task is to add some loading screens, and make it all look a bit prettier.

I’m eventually planning on releasing this onto the XBox Live Indie Games, so I’m going to try and make the whole thing as slick as possible. Wish me luck!

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