{"author_name":"speciesUnknown","cat":"LD #21","comments":[],"epoch":1313778000,"likes":0,"metadata":{"p_key":"64958","p_author":"speciesUnknown","p_authorkey":"865","p_urlkey":"100754","p_title":"Starting Framework for Doom Clone","p_cat":"LD #21","p_event":"LD21","p_time":"1313778000","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"865","us_name":"speciesUnknown","us_username":"speciesunknown","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<p>Hey,<br \/>\n My game is going to be a doom clone. I got dared. I cannot resist a dare. Its a bit ambitious, but nowhere near as ambitious as my previous attempts, both of which were RTS games and unsurprisingly failed. I am determined that one day I will do a proper RTS though&#8230;<\/p>\n <p>Anyway, my starting framework is XNA with some windows specific hacks I worked out, and a game state system. I also made a crude tiled file loader, but didn&#8217;t really test it with any kind of renderer, only inspected its results in the debugger. It seems to work.<\/p>\n <p>http:\/\/dl.dropbox.com\/u\/7274197\/LudumDare21StartingFramework.zip<\/p>\n <p>There are two application projects. The first is code I ripped out of a real game, i wrote it for testing content pipeline extensions. Ive done this so I can stick breakpoints directly in the code and not worry about how VS insists on using msbuild on my content extensions. If you run it in the debugger you can put breakpoints in and test that the tiled map file is loaded correctly.<\/p>\n <p>The other is a blank screen. Warning: it captures the mouse. This is because I plan to do a 3d FPS and capturing the mouse is necessary in this situation.<\/p>\n <p>[edit]<br \/>\n I forgot to say what stuff I was using \ud83d\ude1b So yeah, here is a list:<br \/>\n XNA for everything code side<br \/>\n My own tmx map loader which I just wrote in the last few hours<br \/>\n tiled for building the worlds<br \/>\n paint.net for doing graphics<br \/>\n sfxr and audacity for sound stuff<br \/>\n VS 2010 express IDE<br \/>\n BEPU Physics engine for the vehicle sequences. Only joking. No vehicle sequences. That would probably suck, but i do need it for ray casting (shooting) and for the collision and stuff.<br \/>\n SVN, hosted on unfuddle, for backup (yes, source control is useful)<br \/>\n XACT for formatting the sound so XNA can use it.<\/p>","time":"August 19th, 2011 1:20 pm","title":"Starting Framework for Doom Clone"}