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    Posts Tagged ‘concepts’

    I GOT NOTHING!

    Posted by (twitter: @jonbro)
    Saturday, April 30th, 2011 3:11 am

    Oh man I am at a loss… So far my ideas are:

    Tumiki ArenaTumiki fighters except in an arena. It would fulfill the theme because every time an enemy died, they would give you a gun or whatever for you to handle further enemies. This could either work in robotron style, or in astroids style. With the second one it would be a bit like captain forever. I don’t think that is a bad thing though.

    TowerTron – Similar to above, but you can pick up and drop turrets. Maybe this is more like herzog zwei crossed with tower defense. I don’t know if I can figure out A* this time though, or really any pathfinding.

    Castle Defense – Missile Defense, except you can occasionally add stuff to you towns and cities, and they all shoot automatically at the missiles. “this is a dangerous place to have a town, here take this”.

    Ok gonna just roll with one of them. I clearly need to light a fire under myself, I just spent 20 minutes messing around with my timelapse script. HOLY CRAPPU, GOTTA ROLL.

    Also, here is my desk, and my lunch and dinner (I just cooked 2 meals at once):

    Concepts, but no Skill

    Posted by
    Saturday, August 29th, 2009 4:08 am

    Tinkergirl concepts for The Cavern Club

    So, got lots of scribbles out, and lots of ideas on how to first progress – the only problem being, actually progressing!  I’ve not used XNA properly before, so this is a bit of an interesting learning experience.  Thankfully there’s shed-loads of documentation, and if I get really really stuck I know a couple of people I can ask for advice.  Heck, the last time I did any kind of serious programming, it was in DarkBASIC!

    Anyway – I’ve got a project up, got a font in, and making a ‘punters’ class for all those Cavern Club patrons to be.


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