Showing posts with label xna. Show all posts
Showing posts with label xna. Show all posts

Friday, March 9, 2012

Midterm Report - Half way there?

It feels like time is flying by too fast, especially since the due date is coming up in mid-April!


Here is a link to the report in full.


And here's how the game looks so far:



A nice and bloody title screen, showing off game menus.




Tuesday, October 25, 2011

Exchanging Ogre for XNA

Over much debating, I've decided to make Quarantine TO using C# and the game engine XNA, rather than C++ and the graphics engine Ogre3D.  Changing languages and engines while the project is in the making is not something I recommend, but in this case, I think it will be worth it.

Ogre doesn't let me attach a node to a bone, only entities.  Nodes are required for scaling, rotation, and translation.  I was planning to have the characters' items shrink down and vanish while the character puts them away and grow as they take out a new one, but since I can not attach a node to a bone, I can not have changes size or rotation.  The option left is to give each and every item two scaling animations, which is kind of rediculous.