Thread: XNA using C#
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Old 02-14-2008, 10:56 PM   #4 (permalink)
Vinen
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Join Date: Oct 2002
Location: Not in fucking Acton, MA anymore!
Posts: 2,991
Quote:
Originally Posted by Froofy-D View Post
I'm doing a game in C#/XNA for my PHD thesis. It is "space diablo" basically, a twitch space shooter with RPG aspects similar to Star Control 2/3. I'd like to make a it mini-mmog with maybe 100-ish players per server. The research aspect is 'automatic content generation', in this case, all the weapons in the game will be unique, and evolved based on what weapons players use the most often. Artificial neural networks control the weapons and evolution of the weapons.

So far XNA seems very easy if you have any experience with OpenGL or DirectX. I got a 3D renderer, mouse+KB input, decent camera system, sound, and a particle system working in a few weeks, with 0 prior XNA or C# experience. I think the main thing XNA has going for is there are Microsoft produced examples for virtually everything. If OpenGL put out some tutorials that were as well done and easy to follow, it would be a hell of a lot more popular.

BTW, if anyone is decent with 3D Studio or Mod Tool (or anything that enables you to re-texture .max or .3ds files), I need these models re-textured:

player ships
ai ships

The textures are ok, but somewhat bland. I want them more vivid like the models that ship with the XNA Space Wars demo.
Hehe, some friends and I are making a 2D RPG with it. None of us are skilled at using any 3D graphics applications so we had to leave that stuff out :| Nobody really had the time or interest to learn it.

I have to agree though; was really really easy to get up and running with it. We were going to just do it in mixture of C# and unmanaged C++ but we decided to just go with XNA as we wanted to see results sooner then later. The two of us who are developing the game; myself and my roomate are each handling different parts of the game. I am handing the Battle System, Sound Management and the Input Management (wrote the components for both Sound and Input in one weekend... seriously easy then again we don't do anything super advanced). He's handling the State Management, World Engine and a bunch of other crap I'm too lazy to list.

It's such a joke; we are sticking to PC right now (uses Xbox360 controller for all main game functionality with certain keyboard keys triggering debug related code)... but may port it to Xbox360 if we keep the project going instead of letting it die like most of our projects when our attention span runs out.

Both of us are still perplexed at how we are going to handle saves. I have a bunch of ideas but they all feel like a total circle jerk.
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