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Garrett Hoofman ..:: visions of afar ::..

The Fight Space

 Fight Space is a game idea I had for the Houghton Game Jam Spring 2007. The event took place on April 7th from 1:00 PM until April 8th at 1:00 PM. During this time there were 8 entries completed and there were several people that helped out.

My Game

Since this event was to take place for only a 24 hour period I needed to keep it as simple as possible but still be creative. I failed on both parts. I decided to take my first shot at a full 3D game in a 24 hour period. So my obvious choice for platforms was XNA for it's extremely fast development time and my familiarity with it.

  • 24 Hours
  • 3D game
  • XNA

Tricks

So seeing as this was going to be a 3D game I obviously needed to do some modeling. Thankfully I had been playing with some modeling and XNA supports .fbx files with no problem. Since I was doing a 3D game I decided to keep the game idea very simple so that I could at least finish the game, with any luck. So I decided to create a simple 3D two person fighting game. You use little wizards that can fly and cast spells and such and you kill your opponent. Simple enough.

  • Wizards the cast spells and fly
  • Model the wizards

Problems

The last time I did any large amount of Matrix mathematics was 5 years ago. These got my head hurting trying to figure my way around rotations and Vector3's to get my camera following the model just right. Eventually though, I got it all straightened out within two hours of time.

Viewports was another issue I ran into. I had never had to do multiple screens in one before. However, it turned out to be very, very easy with XNA.

The last bit of problems I had were miniscule. Trying to do my best at modeling a wizard, losing internet in the middle of the game jam, and simple coding structure.

  • Matrix Multiplacation
  • Viewport tricks
  • Wizard Modeling
  • Code Structure
  • Lost internet

What went right

Everything came together in the end surprisingly well. I was able to make my wizards cast spells wich glowed and flew really fast, or really slow at the enemies. I managed to create a skybox in which the stars would slowly fly by the character. The models didn't turn out too bad for my lack of experience in modeling.

Conclusion & Links

The whole event turned out fantastic. Norm Nazaroff brought the whole thing to us and did a wonderful job. Norm is graduating from tech this year so he will not be in charge of the game jam next year. However, it looks like I will probably be taking it over. So if anyone is interested in joining next year and you're in the Houghton area, let me know and I'll start getting a list ready.

I had problems with my old installer because the audio file didn't push over when I published it. So here is the new install link and source code.

Install : http://www.visionsofafar.com/HoughtonGameJamFightSpace.zip

Source Code : http://www.visionsofafar.com/HGJ/HoughtonGameJamFightSpaceSource.zip

Video : http://www.visionsofafar.com/FightSpace.wmv

Youtube : http://www.youtube.com/watch?v=cxIyfzb9Bvo

 

Game Requirements

Posted on Monday, April 16, 2007 11:09 AM | Back to top


Comments on this post: Houghton Game Jam

# re: Houghton Game Jam
Requesting Gravatar...
Hey Garrett,
Great work on your HGJ Entry, it was fun to play and definitely got me interested in working with XNA. I had a question for you, what did you use to export the models out of Maya into .X format? Were you using Maya 8.5, thats what I have and I cant seem to find an exporter. HELP!!!!
Left by Chris Steinberg on May 09, 2007 9:49 AM

# re: Houghton Game Jam
Requesting Gravatar...
Hey Garrett,
I got your message, Thanks for the help. .fbx works great. I can't believe how easy it is to load models in XNA, I feel like I'm cheating.
Left by Chris Steinberg on May 10, 2007 11:58 AM

# re: Houghton Game Jam
Requesting Gravatar...
Hey Garrett,
Just wanted to update you, I have been using .X formats now since I found an exporter for maya, it works much better than the .fbx format. Let me know if you want a copy. The vertex mapping is much cleaner and it seems to run a lot faster. I also know that there may be ways of performing things like vertex based collision and bone animations using this format over .fbx
Left by Chris Steinberg on Aug 29, 2007 6:22 PM

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