Author Archives: Corwyn

Of Tombstones and Handedness (and Some Other Stuff)

Several things have moved from my TODO list to my DONE list where Nucleus is concerned, and I’ve learned a few useful things along the way. In keeping with the current trend in this blog, I’m going to share the … Continue reading

Posted in Nucleus, WP7, XNA | Leave a comment

Nucleus Progress: Now With Gameplay Footage (and Performance!)

So, we have added progress on the Nucleus project today. The big news is it’s moved along enough that I can post some footage of the game in play, because all of the basic play elements necessary to that end … Continue reading

Posted in Menu, Nucleus, WP7, XNA | Leave a comment

What We’re Playing: Heavy Rain

Full disclosure: The above title is not strictly true. This is a What We’re Playing entry, but I actually played Heavy Rain months ago, and am only just now getting around to talking about it. I’ll also mention up-front that … Continue reading

Posted in What We're Playing | 2 Comments

2D Platformers as the Indie Game of Choice

This came up in both my Twitter-watching recently, and in my blog perusal habits. In particular, it’s Nels Anderson’s post on the topic that got me thinking about it particularly. The quick run-down on the issue is the question posed … Continue reading

Posted in Game Design | Leave a comment

Project Progress: Hey! Nucleus Does Stuff Now!

Work goes on, and the code gets closer and closer to an actual, playable game, with goals and score and loss conditions and everything. Crazy! It’s been a pretty grueling month or so of work getting here, but I’m finally … Continue reading

Posted in Menu, Nucleus, WP7, XNA | Leave a comment

Other Forms of Progress: FBD on GDB

So, this is more of a point of personal progress, but worth mentioning anyway, largely because it offers me a chance to publicize someone else’s bright idea while patting myself on the back and feeling generally good about this whole … Continue reading

Posted in Life, the Universe and Everything, The Real Thing | Leave a comment

Designing Nucleus: Title Screen Part Deux

Short one today, because there isn’t much to say, but it’s just enough to be worth writing about. I took another pass at the title screen last night—mostly just changing out the buttons for new ones and a couple of … Continue reading

Posted in Nucleus, WP7, XNA | Leave a comment

Designing Nucleus: Odds and Ends and the Title Screen

Today I took a break from working on gameplay code to get a little distance from the details and break up the sort of tasks I’m doing at any given point in time—this also keeps me from having a lot … Continue reading

Posted in Nucleus, WP7, XNA | Leave a comment

Designing Nucleus: On Platform Constraints

So, I feel I’ve been talking a lot about code lately, especially for someone that claims to be a game designer. This isn’t a bad thing—after all, I have to write the code myself, and designers really should, in my … Continue reading

Posted in Game Design, Nucleus, WP7, XNA | Leave a comment

Addendum: Getting that Profiler to Profile

So, I left out one detail of use in the last post that have gotten me a couple of instances of the same rather pointed question: How exactly do you get the profiler to work with XNA GS 4.0? True, … Continue reading

Posted in WP7, XNA | Leave a comment