Game Development
Keltris 1.1!
Submitted by l1ghtm4n on Mon, 02/18/2008 - 23:13.New release of Keltris has the following updates:
- New artwork!
- High score retained between plays
- Left/Right block sliding was too quick in higher levels, toned it down a bit
- Bonus points for multiple lines cleared with one block
- Better keyboard controls. Now you can use the arrow keys the same as ASDW. Left/Right/Down for movement and Up for block rotation.


Download: Keltris_1_1.zip
Keltris 1.0!
Submitted by l1ghtm4n on Sun, 01/27/2008 - 20:36.Yesterday I was thinking about how I could salvage the game code I had from the last project and turn it into something useful. Then it struck me that my girlfriend had been asking for a copy of Tetris ever since we purchased a Nintendo Wii. Unfortunately, there isn't a version of Tetris on the Wii. So within 24 hours or so, I worked hard to create Keltris! This was mostly for fun, and to win points with my girlfriend, but also as an exercise in rapid game development as well as a good test of the code I had around.
I have a simple design document which I'd love to share in order to show the creative process from beginning to end, but I used MS Office OneNote to create it and it's not so easy to get it into a nice HTML format. I'll save that for a later time. For now, here are a few screenshots and the game to download.


Download: Keltris_1_0.zip
Game pre-mortem
Submitted by l1ghtm4n on Sun, 12/23/2007 - 02:01.Not quite a dead project yet, but my game development efforts have been shelved indefinitely. The short version is that my job is currently taking up most of my development efforts. Rather than let this project fade into the background, I decided to do an analysis of the project for my own benefit going forward. What went right, what went wrong, and how I can getter approach a project like this in the future.
There is a lot of useful code, which I don't plan to dispose of. I figure the best way to be sure the project survives is to share the code here. It needs some polishing and packaging, but I hope to share all of what I have, which includes a simple 2D game engine based on DirectX, plus a simple game based on that engine.
Genotype project failed: Why?
- Lack of time dedication |
Unfortunate, but justified due to cost-of-living expenses here in NYC |
- No money incoming at early stages |
Could have gotten some funding, but would have been difficult for a |
- Development took too long |
- Used own code when open source code would have worked - No real schedule - Wrote a lot more code than was expected from the start. I could - I took an engine-oriented approach, intending to reuse it for other - Lack of game dev project completion from me. I haven't taken a - Played with bulletML for a too long? Was it too early to worry - Took too long to recover context to make code progress after - Too much refactoring. Refactoring is good, but there's time to do - Too feature-ful code in the framework. Changing resolutions on the |
- Lack of artwork expertise |
- 3rd person on the project could have helped - Artwork didn't need to be optimized from the start. Could have - Too much focus on tweaking one or two images to get the right look - Should have worked on getting the artwork workflow for the artist |
- Poor communication of game design |
- Documentation needed to be much better. About half-way through I - Other projects manage to wing it and get a completed game out. - Some milestones with expected feature completion would have been |
- Lost interest (~9 months from meetup to project abandonment) |
- Project lifetime of 3-6 months is more realistic for a small game - Better requirements and milestone documents (see above comments) |
I'm not a gamer! |
I code games because I enjoy the challenge, not because I am an avid |
What went RIGHT?
Unit tests |
Doing unit tests on the framework classes helped to be certain that |
That's it?
What can be gained/salvaged?
Engine code |
|
2D shooter in development
Submitted by l1ghtm4n on Mon, 03/19/2007 - 05:06.Work is coming along quickly on a 2D shooter that I'm working on in partnership with an artist. I am doing all the programming while he is taking care of the artwork and the majority of the design. It has been a few years since I've hung out in the game dev space but I'm having a good time with it as I go along. We're aiming at DirectX/Windows platform and possibly an XBox downloadable game.
While the game is pretty simple, it's more than a few days worth of work. The project has exercised my project management skills and I'm happy to say it's coming along nicely. Primitive engine test programs were completed about a month ago and very early alpha stage is where we're at right now. I've completed most of the engine code, the game logic is near completion, and player actions are complete. The code remaining to be written is enemies and level choreography. If things continue forward smoothly at the current rate, I expect to have a beta version in 2 weeks.
DirectShow articles
It's been a few years since I've done any DirectShow development, but I was a pro back when it was first introduced. Since at the time there was little help on this new and difficult API, I wrote some articles for the game development site Flipcode. The articles are a 3-part tutorial for using DirectShow and can be found at:
DirectShow For Media Playback In Windows - Part I: Basics
DirectShow For Media Playback In Windows - Part II: DirectShow In C++
DirectShow For Media Playback In Windows - Part III: Customizing Graphs