A programming coccon, from which matt shall emerge a beautiful XNA butterfly |
Chrome Catalyst
Saturday, 26 March 2011
Friday, 25 March 2011
The Fail Donut
During NerdFest 1, we had a lovely box of donuts.
NerdFest 2: Son of NerdFest
Its the morning of day 2 of NerdFest 2, and all through the house people are still asleep.
So while I have a moment I might as well explain Nerdfest. While working out how to do this project we concluded very quickly that if we all worked separately we would then have the loathsome task of having to glue the whole project together, which would be at best tedious and at worse nightmarish frustrating. Never mind how easy it is to put off stuff if you only meet occasionally.
So whilst we worked out the game I had a brainwave, why not all go round to one of our houses, bring our PCs/Laptops and build the game together for 3 days. We would condense our work into a short period and be able to communicate quickly our problems and success. This would also make sticking the project together a whole lot faster.
So far it's been invaluable to sort game design issues, such as, how are we going to generate terrain? What sort of algorithm should we use etc? We've had a few moments where we've hit upon a winning idea by bouncing stuff back and forth really quickly.
So that's why I'm sitting on a sofa, at Ian's, with a laptop burning my legs, writing a blog post. Its a good life.
So while I have a moment I might as well explain Nerdfest. While working out how to do this project we concluded very quickly that if we all worked separately we would then have the loathsome task of having to glue the whole project together, which would be at best tedious and at worse nightmarish frustrating. Never mind how easy it is to put off stuff if you only meet occasionally.
So whilst we worked out the game I had a brainwave, why not all go round to one of our houses, bring our PCs/Laptops and build the game together for 3 days. We would condense our work into a short period and be able to communicate quickly our problems and success. This would also make sticking the project together a whole lot faster.
So far it's been invaluable to sort game design issues, such as, how are we going to generate terrain? What sort of algorithm should we use etc? We've had a few moments where we've hit upon a winning idea by bouncing stuff back and forth really quickly.
So that's why I'm sitting on a sofa, at Ian's, with a laptop burning my legs, writing a blog post. Its a good life.
Saturday, 12 March 2011
Bless this blog and all who shall read her
Welcome to this brand new, shiny blog dedicated to the endeavours of the games development team Chrome Catalyst. But who are we, what do we do and why? Well scroll on gentle reader and I shall tell you.
Who the hell are you?
We are 5 students from the University of Portsmouth. I'm from the Game Enterprise course where I get taught some business skills and marketing as well as all that programming stuff. The other 4 are from the Games Technology course where they are taught how to draw naked people and programming (Its general drawing techniques, but still a lot of naked people to draw).
So why did we get into this?
After a first term learning how to program, making (bad) 3ds max models and drawing naked old people, we arrived in the second term ready to start making stuff. We desired to make games outside the structure of the course, where our choices could be made without worrying about whether it would it get us enough marks at the end of term. Having spotted various competitions that wandered through our uni mail boxes we stumbled across the XNA competition Dream.Build.Play.
So what did you do?
Having decided on a course of action the members were gathered and headed to that font of creativity, the pub. There we generated our idea, started an initial design document and distributed our roles. We then ran the idea pass our lecturers and any smart people we knew. With approval and sage advice given we worked out a plan.
So that's us and in the immortal words of Leeroy Jenkins.....
LETS DO THIS!!!!!!!!
Who the hell are you?
We are 5 students from the University of Portsmouth. I'm from the Game Enterprise course where I get taught some business skills and marketing as well as all that programming stuff. The other 4 are from the Games Technology course where they are taught how to draw naked people and programming (Its general drawing techniques, but still a lot of naked people to draw).
So why did we get into this?
After a first term learning how to program, making (bad) 3ds max models and drawing naked old people, we arrived in the second term ready to start making stuff. We desired to make games outside the structure of the course, where our choices could be made without worrying about whether it would it get us enough marks at the end of term. Having spotted various competitions that wandered through our uni mail boxes we stumbled across the XNA competition Dream.Build.Play.
So what did you do?
Having decided on a course of action the members were gathered and headed to that font of creativity, the pub. There we generated our idea, started an initial design document and distributed our roles. We then ran the idea pass our lecturers and any smart people we knew. With approval and sage advice given we worked out a plan.
So that's us and in the immortal words of Leeroy Jenkins.....
LETS DO THIS!!!!!!!!
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