Phyzell - First Presentation

Well, today we gave a presentation about Phyzell. Yes that's the name of our upcoming FPS. You can check out the few slides we used and watch the video of the current state of development.

Stay tuned for news!



XNA Input Event Generator Component

Hi!

As you must know, the input system in XNA GS is based on IF statements. This is simple but when your game/project grows, it turns the source chaotic and maybe for each frame you may need to test the same key/button several times in different objects.

So, we made a very useful component to solve this problem. Whis this you can separate input code from update code and only the classes that subscribe some type of events, will be notified.

This component supports three types of events:
- Button/Key Pressed
- Button/Key Released
- Button/Key On Hold - This hold has a default time of 1 second, you can change it.

GamePad, Keyboard and Mouse are supported.
Analog controllers, like thumbsticks and triggers have different types of events. For each new value, a new event is triggered. So when you move your thumbstick, several events are raised.

You can improve everything and extend this component, if you do it, send it to our email, please! ;)

EDIT:
New Version Released -> Change Log:
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Version 1.2 - 05 July 2009
FIXED - GamePad negative values don't generate events
FIXED - XBOX 360 don't copile
ADDED - XBOX360 Solution
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Version 1.1.2 - 04 April 2009
FIXED - NullPointerException
---
Version 1.1 - 03 April 2009
FIXED - Bug in detecting gamepad release buttons event
CHANGED - Now Key/Button Pressed event, is continuously raised while key/button is down.
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XNA Console Component

Today,

we bring you a XNA Console Component. The first version was made by Kevin Jurkowski and it's posted here:

http://www.ziggyware.com/readarticle.php?article_id=163
All credits go to him. This version was improved by us, to support XNA 3.0 and respond to Windows Resize Events, here it is:

Game concept – first draft

Well, we have decided to develop a FPS. That said, it might not be the craziest, most innovative idea ever, but it’s a safe bet, not only because of our short deadline (everything should be ready by early July, with at least one full playable level) but also to allow that some more people are willing to try the game, due to its somewhat familiar gameplay.

The key point of our concept resides within the heavy use of physical effects. We will rely on Nvidia PhysX and our imagination to push some limits and provide the player a new engaging experience. We’re at the early stages of level design, but already planned is a futuristic environment where most of the time the physical laws don’t apply, with both indoor and outdoor scenes.

So, let’s give away some ideas we’ve put together to form our game concept:
• The story (only intended to set up the gameplay): an experienced soldier wakes up and doesn’t remember the last few days. He’s in a strange place, eager to escape and about to experience some really strange things while he fights for a way out…

• Rooms with different environments (gravity, friction, etc.), which may even change in real time, through some kind of control.

• Main character with mutable physical attributes (strength, height, etc.), using some kind of chargeable device.

• Besides the usual fire arms, the player may use two special weapons:
o A gun loaded with raw material which is transformed, on the fly, into projectiles of the desired size, allowing the player to strategically manage its resources, considering the number and positions of the enemies it’s facing.
o A vortex shooting gun, which specs are a work in progress…

• Some of the enemies immune to one (or more) of the weapons.

• We’re currently exploring the possibility of integrating some autonomous agents and multi-agent systems knowledge into the AI, controlling enemy behavior. More news on that later.

And that’s about it for now. We’ll polish these ideas during the next few weeks and produce the first draft of the game design document which we’ll probably post here. Please feel free to tell us what you think and give some suggestions on how can improve our game.

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