I was actually very impressed with how simple it was to build the game, so much so that I referred to it as ‘childs play’ to my co-worker just after finishing up the Alpha. With that said, here’s the basic process I went through;
- Step 1: Launch Visual Studio 2005 and create a new Windows Game
- Add my Art resources to the Games’ Content
- Create a GameObject base class to store common information (Position, Texture, Color, Collision Detection, etc).
- Create object classes for my Dragon, Boss, Fireball, Demon and Baby objects.
- Apply basic ‘render’ logic to the ‘Draw’ method of my Game class
- Apply basic ‘call object Update’ logic to my Update
- Create the necessary ‘Update’ methods on my object classes
- Revisit the Game’s Update method and apply basic Input logic (Escape to Exit, Up/Down to move Dragon, Space to Shoot)
- Add a SpriteFont and add logic to print the score on the screen
- Package it up and Write this blog post.
It really was that simple, and the entire process took me less then two hours. Seriously, I banged the whole thing out just by looking up the ‘How To’ references on MSDN. Now, of course, as with everything in software development the ‘easy ten step process’ I listed above had lots of little ‘inbetweens’ (actual logic, etc).
You can download the 220.127.116.11-alpha release of my ‘Evil Clutches XNA‘. If there’s an interest in XNA Game Development tutorials, then I might write up a ‘The Making of Evil Clutches for XNA’ post, so let me know in the comments if your interested in that sort of things.