*looks at the date*
*looks at the date of the last post*
Okay. This daily thing is really not working out for me. Haha. Anyway, I feel like meandering a bit about my thoughts and feelings about Castleland development. But first, here’s what I’ve gotten done:
- Built a class to represent friendly units, that can move to different squeares, uses lerp based movement.
- Built a Task Queue to keep track of different tasks and dole out tasks as they need to happen.
- Built an instruction system where units can figure out, step by step, how to perform a given task, and then execute it.
- screwed around with blender enough to get it to export shapes for me to use until I can become at least a little proficient with the tool.
However, this morning, my Xbox360 decided to die. It’s the 1 Red section E74 error that’s probably covered under their warranty, and they’ll probably fix it for me, but it got me thinking.
I’ve been developing Castleland for the 360 cause it was kind of neat to develop for. There was a definite ‘cool’ factor involved. But, is this the best choice? If I want to make something other people are going to play, is XBLIG really the past channel? You don’t hear a lot of success stories there. At least, I don’t. Would I be served better going Windows platform? I’m going to be targeting strategy gamers in any aspect. And I can always take whatever I make and retarget it back at C#/XNA if I want to release an 360 version.
And this creates even more questions! I’m not sure XNA is the best choice for a windows platform game. What about SlimDX? AIWar uses it. But it still has the ‘separate install’ issue, which might not be such an issue. Is native C++ better? Do I go with DirectX? DO I switch totally to OpenGL?
Does it matter? What will I have the most fun doing? How will I get the most people playing my game? (Which is mostly the point for me anyway).
Anyway, I can has shared thoughts. If you have any ideas, leave me a comment.