Monthly Archive for June, 2007

Hitman:Blood Money

I just finished Hitman:Blood Money. As with past Hitman titles, finding the different way to kill you target is really fun, but required a lot of trials and errors.. and errors.. and errors. But the challenge is well balance; enough that it’s not frustrating (well ok … some levels are).

It’s a game that I recommend.

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IGDA Montreal 2007-06-12 – EA’s Boogie

Derek Zoolander: What say we settle this on the runway… Han-Solo?
Hansel: Are you challenging me to a walkboogie-off… Boo-Lander?

Vander Caballero (Design Director) and Alfredo Chaves (Producer) of EA Montreal showed off their new IP called Boogie. A game that shall appeal to Singstar fans and maybe to the DDR crowd. They discussed the conception of the idea through prototyping and efficient implementation during production.

After the presentation, I had some time to catch up with Bob who introduced me to Laurent, a freelance 3D artist. We talked about the state on small company or outsourcing in the industry. Laurent enlightened us on how a 3D software (Softimage|XSI, Maya, 3DS Max, etc) can lock a workflow and how hard it would be for a company to change the software, and therefore the workflow, they use.

I also had a nice discussion with Caroline and Thomas. When I joined them they were talking about if they want or don’t want kids and why. We were joined by Chris who shared some anecdotes of is two boys and games he had worked on.

All in all, another great chapter meeting. Looking forward to the next one in September!

Progress Report 2007-06-01

I’ve been away from HexEngine for a month+ playing with XNA and I was having trouble jumping back into HexEngine’s development with the same ardor and zeal that I had before. Fortunately, I’m now “back in the game” and soooo proud of what I was able to accomplished with HexEngine!

Changes :

  • With some lua magic, I now have a “tech demo loader”. Meaning that I can chose which tech demo I want to run when I run HexEngine.
  • A new tech demo is born! I was able to create a Tetris clone .. without modifying HexEngine ^_^

Most of the time it’s the small changes that makes all the difference and bring back your mojo. This is just what happened with this Tetris clone. I was having trouble getting back into HexEngine’s development. One day I was playing Tetris DS and it got me thinking. How easy is it to develop a Tetris Clone. “Well I need to do this and that and handle this situation… hey that sound pretty easy! I could do that!”

That got my mojo back and here I am toying with the AI of a Tetris clone I created only using the lua scripting part of my Engine. No changes were required. Cool eh?

Challenge 500 200:
After looking at the time I had been able to put into game programming, it was easy to see that I was never going to make it to 500h in a year. So I decided to scale the challenge down to a much more realistic number. Before lowering the number, I was 95h behind schedule. Now I’m about 1h ahead of schedule.

For this progress report : 11h
YTD : 67h00 / 500h 200h

Todo :

  • Nameless-Tetris-Clone: AI
  • J.I.M. : Do not allow an object to be push into another object.
  • Fix gif transparency
  • Pixel perfect collision detection
  • Rework the split of a tileset image. I should copy the pixel of the big image in the tile, instead of each time copying the big image and cropping it.