ULSG V14 is underway! Slowly, but surely…!

Before I start with the ACTUAL topic of this post, I recently finished the trailer for Katu Toka, so I might as well post it here, for your viewing pleasure. Here you go:

Extreme professionalism, right there. 😉 Anyhoo…

Yes, I’ve started working on ULSG V14, thanks to me running out of things to play. 😛 I’d love to say I’ve done a ton of stuff and show you some prototype gameplay, but sadly, since this is XNA and I’m coding in a proper language, the “progress curve” is the exact opposite of when I’m using Multimedia Fusion. MMF projects can be prototyped retardedly quickly, but it gets insanely difficult to manage when the game gets too large. An XNA project is REALLY hard to get off the ground when you’re working from scratch, but it speeds up over time. 🙂

The reason for this is because MMF literally GIVES you everything. If you don’t have something, you can probably download an extension for it and start using it right away. The XNA framework, on the other hand, does gives you a very nice set of classes, but the functionality is quite basic, really. You don’t get animation or game state management – you’ve got to do those yourself. You get something that can help with saving data, but the implementation is up to you. Same with input and sound. This might be a pain, but it’s a hell of a lot more flexible and powerful than MMF. Plus, when the basics of the JetSquirrel Engine are done, I won’t have to do them again, so any future projects will have a much faster setup. And as JetSquirrel evolves, games will get easier to make. 🙂

So, aye, there is technical progress, but nothing I can really show. I’m at almost the same visible point I was about 3 months ago:

The only differences are that there’s now flashy text that says “Press any button!”, “Press a button like you MEAN it!” or some other phrase along those lines, there are two new classes, one for input and one for saving data, and the audio class is fixed. So just imagine that’s there in that video, and we’re all on the same page. 😉

The biggest problem I can see so far is the fact that XNA doesn’t support game controllers that aren’t Xbox controllers. That’s alright for me, and a lot of people I know (not like they’ll play the damn game or even test it), but some people don’t like them. I was going to forget it and just suggest people with other controllers download an Xbox controller emulator, but that’s such a massive pain for them – if I were them, I probably couldn’t be bothered to do it either. 😛 So, I’ve gotta look for a solution to that. Hopefully I can find one. 🙂

Other than that, it’s all going pretty smoothly! 😀 I’ll keep working on it, and I’ll update when I make some visible progress. 😉