December 11, 2008
The journey to madness started by an inability to understand the workings of the XNA Content Pipeline and more specifically how the heck to get XML working in that context.
Despite trying several web pages containing explanations and code, nothing would work and the road was becoming more like a motorway.
Until discovering a Project Reference in one of the examples. Which finally made everything click into place. And a week or so of demotivation has been replaced with a new optimism that it will work after all.
It may only be displaying a level name, but every time the XML data is changed the new level name is displayed.
Small victories – now let’s hope we can get back on track with the rest of it.
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General, Programming |
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Posted by 36game
November 19, 2008
We’re trying to be organised about the development by keeping a proper (ish) task list, setting due-dates for them, and then working towards that with regular communication about any issues.
But even all that doesn’t always help. Last night some minor things were ironed out: screen res, full screen, how to draw text on screen. Then I was left with the big list and what to do next. Just pick something, right? I mean, it all needs doing? Yes, it does, but then the coder inside you takes over and starts working out which order is the most efficient. And that clashes with the other voice telling you to just get basic game working and do it ‘properly’ in the remaining weeks.
We’ve pretty much decided on XML as the storage format for game data. Which meant learning how to manipulate that in XNA. Or should we just hard code the data for the first level to test the game? Or do it properly now? And then 30 minutes have gone by and all you’ve done is read about XML Serialisation while your mind wanders onto whether John Sergeant should stay in Strictly*.
Tonight it’s onto making the target grid work. To hell with XML for today.
* the answer has now been revealed as no.
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Posted by 36game
November 18, 2008
…is never done.
As usual, there’s always more to do than there initially seemed to be. What started as a quick prototype of one basic level soon turned into a little re-write to set up a few constants. And then a few more, because once you’ve done a couple you may as well go the whole hog. Before you know it, you’ve spent an hour making the code more general and easier to maintain, but you’ve still not got anything moving on screen. At least things are a tad neater.
Sometimes you just have to know where to draw the line, sometimes ‘it works’ is good enough. We reached that stage last night, but far from feeling like we’re part-way through the journey, it feels like someone just built a new section of road.
That’s exciting though. Because although there is always more code to write, or graphics to design, you can see where it’s headed. We’re pretty set on the game now, we know what we want. We’ve just got to get on the road – thumbing lifts of a few XNA pros as we go – and get to the end.
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Posted by 36game
November 18, 2008
After a tiring evening, the first prototype of the game mechanics is up and running, using the in-game visuals, which are all alpha’d PNGs from Photoshop. You’ll also see it’s still under our original title of ‘Shift’ before we changed it to ThirtySix. We’ll talk more today about a diary of sorts, try and plan this week’s development, so that hopefully we’ll have much of the game’s core done by the end of the week.
Simultaneously, we’re working on the music and the sound effects. We made a list of what we needed yesterday so we’ll start on that aspect of the game tonight. We’ll also drum up the boxart and the thumbnails required for the Community Games system, which officially goes live tomorrow as part of the Xbox 360’s New Xbox Experience. Wait for us, guys!

There’s no target grid yet, you can’t see what the level is meant to look like, but as this is already reading from a text file it won’t be far behind. Although each zone is meant to serve 10 levels from a random selection of 20, internally we like to think of this as the first level, 01/01. It’s two moves, in case you’re wondering, but acts as a nice introduction to the game rules.
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Posted by 36game
November 17, 2008
I was excited by the prospect of XNA and what it could do. Especially with a background spanning several years of programming, including the wonderful AMOS. More recently I’ve been a VB convert and especially liked mucking about with VB.NET in Visual Studio when creating ASP.NET sites.
So, it was something of a culture shock when I tried C# for the first time. I was all Dim MyString As String, when I needed to be String myString;. Still, it’s only words and it’s not like they ever got anyone in trouble, right?
I haven’t written game code for a few years and I’m enjoying the mental challenge that the switch entails. There’s game state management to consider, and it’s all OOP based, and 60fps at 720p and goodness knows what else.
But mostly there’s nothing that gets my creative juices going like trying to make code work. I’m abuzz now we’ve settled on the mechanic and I can start to code it. We haven’t settled on a structured methodology for development, but here’s a few of my favourites we could try:
RAD: Really Arsey Development. You know the sort, when a co-developer refuses to help debug your code because you’ve indented to 3 characters and not 4.
AGILE: All Great Ideas Leave Eventually. Like scope-creep in reverse, where all your hard work and creativity is sacrificed to ship a generically bland shooter instead.
SCRUM: Scope Creep Rampant Under Management. This is like AGILE, but it’s where incompetent managers try to cram irrelevant features into a perfectly working product and it’s 2 weeks until shipping time.
DSDM: Don’t Save, Don’t Matter. Spend 8 hours working on a piece of code and deliberately don’t save it because you know you’ll be redundant tomorrow when the publisher pulls the plug on an eminently sellable masterpiece.
I’ll let you know when we decide.
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Programming |
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Posted by 36game
November 17, 2008
So, it’s been a couple of weeks of mock-ups, name changes and even core mechanic switch-a-roos, but we think we’re now happy with the basic idea of the game. Essentially, it’s going to be a 6×6 grid of balls that can be shifted horizontally and vertically, with the aim being to match the main grid with a smaller grid off to the left.

Think picross, but simpler, and more colourful. There’ll be lots of levels, a random mode, time trials, leaderboards and (hopefully) some kind of two player battle, whether that’s local or over Live we’ve yet to decide. The art-style is almost there, but we’ve yet to decide on final graphics, and there’s zero work on the sound effects and music at this stage.
So, welcome to our little developers diary.
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Audio, Programming, Visual Design |
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Posted by 36game