Thursday, September 9, 2010

We are Xbox enabled!

It took me good two hours of tweaking Visual Studio solutions to make the game build for XBox360, but now it runs on my console as well as PC! Initially I got approximately 0.5 FPS :/ As it turned out, XNA was throwing and catching exception in a tight loop (even in C++ catching exception in a loop wasn't good idea). Xbox360 version requires a specific component to be present, adding the following code to my Game.BeginRun() fixed the performance issue:

Components.Add(
   new Microsoft.Xna.Framework.GamerServices.GamerServicesComponent(this)
);

Obviously I plan to use this component, but perhaps slightly later, when the whole game is ready.

Tasks currently on my list:
- Add landing zones and enable setting landing sequence in case we get two or more landing zones on the level (e.g. Zone1, Zone2, Zone1 again)
- Add projectiles (Adding level called "volcanic dodge-ball" would be nice)
- Add destructible objects and characters (bloody splat I created initially is OK, but definitely not enough - SPLATALITY is a must)
- Add sound effects (this looks rather painfull at the momemnt, as TorqueX seems to have no support for sound and music)
- Add some GUI and level loading manager.
- Add some dedicated graphics - this may be the easiest part as Julian from something2play agreed to deliver some juicy artwork.

Once that's done, the game must be enhanced to pass peer-2-peer and Microsoft tests (including swapping controller during gameplay, removing memory cards during saving and so on).

It is still a long way to go.

Anyway. I managed to spend some time playing Indie games from XBox Games marketplace. Most of them lack proper polish - in terms of graphics as well as gameplay. As far as the latter is concerned I am not going to drop the ball - not gonna rush too fast!

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