*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.


2 Responses to “”

  1. Jonny D Says:

    My vote is for C++, SDL, and OpenGL. I think that setup has the most potential. You can bring it with you to any system (probably not XBox?), giving you the broadest possible user base. I wouldn’t underestimate Linux users, since they tend to convert to sales much easier than Windows users.

  2. Josh Petrie Says:

    What makes you doubt that XNA is viable for you on the desktop? If anything I think it would be the natural choice — you already have some code using it, it won’t require porting anything to another render API (like SlimDX) and you gain access to a number of other powerful and useful .NET APIs if you choose to eschew support for the 360.

    SlimDX would be a good option if you want to take advantage of the more modern graphics functionality available to you on the desktop. It should be possible to bundle the SlimDX installer into your own installer (running it in silent mode) to alleviate the separate install issue. You’d just have to deal with the port from XNA.

    I can’t imagine switching to C++ to be a particularly compelling option, unless you are simply leaps and bounds more familiar with C++ than C#. You’re going to have to discard your code (although not your algorithms or design, for the most part) and work in a language that considerable less infrastructural support built-in. Lots of busy work, unless you’ve already got a C++ framework from previous games to start from. I mean, look at your last post… “All my game time lost to obscure C problems.”

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