Navy Bloodhound (Cancelled)

zc456

Well-Known Member
So after jumping varies game engines and languages, I finally settled back down on XNA. I started re-examining one of the books I have regarding XNA development. With all the trial, error, testing and jumping between so many languages, I felt a lot more confident in myself to actually take on what the book had to offer. Couple hours later and more progress in all the time I've ever been on these forums.
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This isn't the end, of course. But the progress made and the tinkering afterwards obviously lends itself to a potential game. Which bring us to names! Lately I've been putting my projects under like name Blue Rose, White Raven, Blizzard Eyas, and Navy Bloodhound. Aside from Blue Rose, this is because the names I used in the past were so freakin' clunky and awkward sounding that I wanted to be done with that. I started using code names so I can focus on the name of the final name later.
 
Nice work! Generally, I just call things "game" until they're finished. Or low battery 7. No reason to have silly codenames for everything... our IDE is even called "FSO.IDE", which is literally just the namespace string.

Do you understand how 3D transformation matrices (and general vector math) work? Everything you do will be trial and error basically forever if you don't.
 
Nice work! Generally, I just call things "game" until they're finished. Or low battery 7. No reason to have silly codenames for everything... our IDE is even called "FSO.IDE", which is literally just the namespace string.
Until I figure out what the game will actually be (other then first person), the code names generally help me. Also keeps down the repetitive naming.
Do you understand how 3D transformation matrices (and general vector math) work? Everything you do will be trial and error basically forever if you don't.
For the most part. I'll need to reread it again to make sure since I was pretty much dead tired writing this.
 
You're now free to roam around the cabin (WASD or arrow keys).
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Project cancelled cause of rendering problems with the maze even after I reviewed the code almost a dozen times. But everything is noted down for future reference.
 
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