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	<title>Hazel McKendrick &#187; XNA</title>
	<atom:link href="http://hazelmckendrick.com/journal/tag/xna/feed" rel="self" type="application/rss+xml" />
	<link>http://hazelmckendrick.com</link>
	<description>Programming and Games Technology Portfolio</description>
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		<title>Microcell Testbed Images</title>
		<link>http://hazelmckendrick.com/journal/microcell-testbed-images</link>
		<comments>http://hazelmckendrick.com/journal/microcell-testbed-images#comments</comments>
		<pubDate>Sat, 20 Mar 2010 14:26:41 +0000</pubDate>
		<dc:creator>Hazel</dc:creator>
				<category><![CDATA[University Project]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[Distributed Computing]]></category>
		<category><![CDATA[microcells]]></category>
		<category><![CDATA[testbed]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://hazelmckendrick.com/?p=1922</guid>
		<description><![CDATA[For once I have something visual relating to my honours project, so it seemed appropriate to share a sample here. A major part of the project involves distributing microcells (fixed areas of the world) between a series of worker nodes both statically and dynamically. In order to test methods of achieving this, I created a [...]]]></description>
			<content:encoded><![CDATA[<p>For once I have something visual relating to my honours project, so it seemed appropriate to share a sample here.  </p>
<p>A major part of the project involves distributing microcells (fixed areas of the world) between a series of worker nodes both statically and dynamically.  In order to test methods of achieving this, I created a small testbed application which simulates the task without networking.  It is capable of using various methods to distribute cells, both at the start of the application and as it runs, both controlled by a central server and initiated by worker nodes and gives graphical and numerical feedback.</p>
<p>The images below were taken with a greatly reduced number of cells, and the work involved in processing each cell is artificial: there are no pathfinding characters yet.  However hopefully it demonstrates to some extent how division of the world takes place, and allows me to easily test distribution methods before using them in the proper simulation.</p>
<div id="attachment_1928" class="wp-caption alignleft" style="width: 160px"><a href="http://hazelmckendrick.com/wp-content/uploads/2010/03/QuantityOfChars1.jpg"><img src="http://hazelmckendrick.com/wp-content/uploads/2010/03/QuantityOfChars1-150x150.jpg" alt="" title="QuantityOfChars" width="150" height="150" class="size-thumbnail wp-image-1928" /></a><p class="wp-caption-text">Coloured by number of characters per cell.</p></div> <div id="attachment_1932" class="wp-caption alignleft" style="width: 160px"><a href="http://hazelmckendrick.com/wp-content/uploads/2010/03/BlockDistribution2.png"><img src="http://hazelmckendrick.com/wp-content/uploads/2010/03/BlockDistribution2-150x150.png" alt="" title="BlockDistribution" width="150" height="150" class="size-thumbnail wp-image-1932" /></a><p class="wp-caption-text">Initial block distribution.</p></div> <div id="attachment_1930" class="wp-caption alignleft" style="width: 160px"><a href="http://hazelmckendrick.com/wp-content/uploads/2010/03/RandomDistribution1.png"><img src="http://hazelmckendrick.com/wp-content/uploads/2010/03/RandomDistribution1-150x150.png" alt="" title="RandomDistribution" width="150" height="150" class="size-thumbnail wp-image-1930" /></a><p class="wp-caption-text">Random distribution for comparison.</p></div> <div id="attachment_1924" class="wp-caption alignleft" style="width: 160px"><a href="http://hazelmckendrick.com/wp-content/uploads/2010/03/BlockDistributionGreedy11.png"><img src="http://hazelmckendrick.com/wp-content/uploads/2010/03/BlockDistributionGreedy11-150x150.png" alt="" title="BlockDistributionGreedy1" width="150" height="150" class="size-thumbnail wp-image-1924" /></a><p class="wp-caption-text">Block distribution with dynamic passing after time.</p></div>
<p>As the actual application I am working on is written in C#, I used XNA to create the images here.  As it is possible to render XNA frames to a windows form application with little difficulty, this is also the approach I will employ for visualising the complete project.</p>
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		<item>
		<title>YinYangYou &#8211; Next Level Dundee Completion</title>
		<link>http://hazelmckendrick.com/journal/yinyangyou-next-level-dundee-completion</link>
		<comments>http://hazelmckendrick.com/journal/yinyangyou-next-level-dundee-completion#comments</comments>
		<pubDate>Thu, 17 Sep 2009 19:24:34 +0000</pubDate>
		<dc:creator>Hazel</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Next Level]]></category>
		<category><![CDATA[Other Abertay Students]]></category>
		<category><![CDATA[Team Be]]></category>
		<category><![CDATA[Whitespace]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[YinYangYou]]></category>

		<guid isPermaLink="false">http://killercodingninjabunny.com/?p=1407</guid>
		<description><![CDATA[So, a week since my previous Next Level post and the project has come to completion. YinYangYou, our game, is a top-down two-player race to collect energy and skew the balance of the playing field. By throwing orbs into their opponents&#8217; &#8220;holes&#8221;, each player can increase the amount of ground they control on the opposite [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/09/title.png"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/09/title-1024x274.png" alt="title" title="title" width="650" height="160" class="alignleft size-large wp-image-1409" /></a>So, a week since my <a href="http://killercodingninjabunny.com/journal/next-level-dundee">previous Next Level post</a> and the project has come to completion.  </p>
<p>YinYangYou, our game, is a top-down two-player race to collect energy and skew the balance of the playing field.  By throwing orbs into their opponents&#8217; &#8220;holes&#8221;, each player can increase the amount of ground they control on the opposite side of the board, eventually claiming an entire side and winning the game.  A range of exotic energy pickups, such as time control and hole switiching, add variety and tactical elements to the gameplay.<br />
<span id="more-1407"></span><br />
<a href="http://killercodingninjabunny.com/wp-content/uploads/2009/09/2DGameFramework-2009-09-17-19-23-40-98.png"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/09/2DGameFramework-2009-09-17-19-23-40-98-300x187.png" alt="2DGameFramework 2009-09-17 19-23-40-98" title="2DGameFramework 2009-09-17 19-23-40-98" width="300" height="187" class="alignleft size-medium wp-image-1412" /></a></p>
<p>Developed using XNA, our prototype includes all the features we originally planned &#8211; although that isn&#8217;t to say the week went without a hitch.  Lengthy code merges, a lack of shared source control and model import problems were exacerbated by the fact that having just met, our communication levels were far from ideal.  However, by remaining flexible and getting to know each team members strengths and weaknesses, our workflow improved hugely throughout the week.</p>
<p>Even though this project was really short, I feel I got a lot from it.  Spending time in groups with the same people for the past year let us refine development and programming methods which worked very well for us.  Suddenly being dropped into an entirely different group challenged some of my beliefs and ideas, and reaffirmed others.  The opportunity to talk to industry mentors about this game and about development in general was also hugely beneficial. </p>
<p>Finally, I just want to say thanks to <a href="http://iainsmithgames.blogspot.com/">Iain Smith</a> for organising the event, all the mentors and other participants for their help and to the rest of Team Be for making YinYangYou a success.</p>
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		<title>Next Level Dundee</title>
		<link>http://hazelmckendrick.com/journal/next-level-dundee</link>
		<comments>http://hazelmckendrick.com/journal/next-level-dundee#comments</comments>
		<pubDate>Mon, 07 Sep 2009 21:04:02 +0000</pubDate>
		<dc:creator>Hazel</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Next Level]]></category>
		<category><![CDATA[Other Abertay Students]]></category>
		<category><![CDATA[Pitch]]></category>
		<category><![CDATA[Whitespace]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://killercodingninjabunny.com/?p=1384</guid>
		<description><![CDATA[This week I&#8217;m taking part in Next Level Dundee. Next Level is a digital media collaboration project, which basically means I&#8217;m meeting some new people and developing a game with them in a week. Scary idea. We pitched our games to the other participants on Friday, having only just managed to meet up the morning [...]]]></description>
			<content:encoded><![CDATA[<p>This week I&#8217;m taking part in Next Level Dundee.  Next Level is a digital media collaboration project, which basically means I&#8217;m meeting some new people and developing a game with them in a week.  Scary idea.</p>
<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/09/whitespace.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/09/whitespace-1024x294.jpg" alt="whitespace" title="whitespace" width="650" height="200" class="aligncenter size-large wp-image-1387" /></a></p>
<p>We pitched our games to the other participants on Friday, having only just managed to meet up the morning beforehand.  Luckily we&#8217;d managed to agree on a game design through online meetings on Skype, but there were elements that we didn&#8217;t fully decide upon until we met face to face. </p>
<p><span id="more-1384"></span></p>
<p>This morning (early this morning) we got together in Whitespace to actually start work.  The team is composed of two programmers, two artists and an audio producer, and while we have roles and some idea of what we each need to achieve it&#8217;s hard to know exactly what we will end up with until we get to know each other better.</p>
<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/09/IMG_2262.JPG"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/09/IMG_2262-300x225.jpg" alt="IMG_2262" title="IMG_2262" width="300" height="225" class="alignright size-medium wp-image-1392" /></a>Waj, the other coder, and I settled into development over the weekend before by developing a particle system manager and a flexible 2D game framework respectively (we, of course, couldn&#8217;t start work on the game until today).  Luckily, we have XNA at our disposal which should make a big difference to what we can get through in the timespan.  Today however, much of each our time was spent simply merging code: lacking an SVN client on the university computers we were attempting to simply use Dropbox.  Scary, and time consuming.  Hopefully tomorrow we can make use a portable command line SVN client to keep track of changes.  </p>
<p>Another issue we&#8217;re facing is in terms of work distribution and each having our own coding standards.  As you might imagine, most of the problem is with communication &#8211; to a small extent because we don&#8217;t know each other, but mostly because we barely had time to come up with a game idea, let alone come up with task lists and naming schemes.  We&#8217;re working things out the best we can as we go along though.</p>
<p>So, hopefully on friday we&#8217;ll have a simple top-down 2D game to share! Wish us luck.</p>
]]></content:encoded>
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		<title>Depth of Field</title>
		<link>http://hazelmckendrick.com/journal/depth-of-field</link>
		<comments>http://hazelmckendrick.com/journal/depth-of-field#comments</comments>
		<pubDate>Sun, 02 Aug 2009 14:41:04 +0000</pubDate>
		<dc:creator>Hazel</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Dare To Be Digital]]></category>
		<category><![CDATA[Depth of Field]]></category>
		<category><![CDATA[digital colony]]></category>
		<category><![CDATA[Full Screen Effects]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[pollen]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://killercodingninjabunny.com/?p=1247</guid>
		<description><![CDATA[Me: &#8220;But Abi! Surely I should work on bug fixes rather than implementing Depth of Field.&#8221; Project Manager: &#8220;No, Hazel. You must work on awesome graphics effects.&#8221; Me: &#8220;Sweeeet.&#8221; Ok, so I&#8217;m paraphrasing a little but if there was a film of the actual situation I&#8217;m pretty certain this would have been the dialogue. We&#8217;d [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/08/Dof6.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/08/Dof6-1024x592.jpg" alt="Dof6" title="Dof6" width="650" height="400" class="size-large wp-image-1250" /></a></p>
<p>
<b>Me:</b> &#8220;But Abi! Surely I should work on bug fixes rather than implementing Depth of Field.&#8221;</p>
<p><b>Project Manager:</b> &#8220;No, Hazel. You must work on awesome graphics effects.&#8221;</p>
<p><b>Me:</b> &#8220;Sweeeet.&#8221;
</p>
<p><span id="more-1247"></span><br />
Ok, so I&#8217;m paraphrasing a little but if there was a film of the actual situation I&#8217;m pretty certain this would have been the dialogue. We&#8217;d been talking about macro-photography inspired depth-of-field effects for a while but I wasn&#8217;t sure we&#8217;d actually find time to get it working.  In reality, it took less than a day to implement, didn&#8217;t kill our framerate and (I think) looks fantastic.</p>
<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/08/Dof5.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/08/Dof5-300x179.jpg" alt="Dof5" title="Dof5" width="300" height="179" class="alignleft size-medium wp-image-1248" /></a></p>
<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/08/DoF4.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/08/DoF4-300x179.jpg" alt="DoF4" title="DoF4" width="300" height="179" class="alignleft size-medium wp-image-1249" /></a></p>
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		<title>Into The Deep Dark Woods: Lighting and Shading</title>
		<link>http://hazelmckendrick.com/journal/getting-a-little-dark-and-scary</link>
		<comments>http://hazelmckendrick.com/journal/getting-a-little-dark-and-scary#comments</comments>
		<pubDate>Mon, 20 Jul 2009 21:19:38 +0000</pubDate>
		<dc:creator>Hazel</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Dare To Be Digital]]></category>
		<category><![CDATA[digital colony]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[pollen]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://killercodingninjabunny.com/?p=1191</guid>
		<description><![CDATA[Although I&#8217;ve really only been sharing bright and shiny screenshots of our game, it actually progresses from a sunny farm through to a dark and creepy forest. Naturally, this meant it was time to focus on implementing a coherent lighting model for the level. At the moment we&#8217;re working with ambient lighting, two directional lights [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/DarkArea.png"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/DarkArea-1024x624.png" alt="DarkArea" title="DarkArea" width="650" height="400" class="aligncenter size-large wp-image-1198" /></a></p>
<p>Although I&#8217;ve really only been sharing bright and shiny screenshots of our game, it actually progresses from a sunny farm through to a dark and creepy forest.  Naturally, this meant it was time to focus on implementing a coherent lighting model for the level. At the moment we&#8217;re working with ambient lighting, two directional lights and two spot lights per short section of our game.</p>
<p>In addition, I&#8217;ve been looking at methods for shadowing and shading.  Each bee is an intricate model, but scaled down it would be easy to lose a lot of the detail.  As you can hopefully see in the following images, shading adds some depth and makes the bees appear far more three dimensional.  <span id="more-1191"></span></p>
<div id="attachment_1194" class="wp-caption alignleft" style="width: 160px"><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/ColourByHeight.png"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/ColourByHeight-150x150.png" alt="Colouring by distance from ground." title="ColourByHeight" width="150" height="150" class="size-thumbnail wp-image-1194" /></a><p class="wp-caption-text">Shade by distance from ground.</p></div> <div id="attachment_1195" class="wp-caption alignleft" style="width: 160px"><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/ColourByNormals.png"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/ColourByNormals-150x150.png" alt="Colour By Normals" title="ColourByNormals" width="150" height="150" class="size-thumbnail wp-image-1195" /></a><p class="wp-caption-text">Shade when normals point down.</p></div> <div id="attachment_1196" class="wp-caption alignleft" style="width: 160px"><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/Combined4.png"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/Combined4-150x150.png" alt="Combined Shading Techniques." title="Combined4" width="150" height="150" class="size-thumbnail wp-image-1196" /></a><p class="wp-caption-text">Combined Shading Techniques.</p></div> <div id="attachment_1197" class="wp-caption alignleft" style="width: 160px"><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/CombinedLit4.png"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/CombinedLit4-150x150.png" alt="Combined With Lighting." title="CombinedLit4" width="150" height="150" class="size-thumbnail wp-image-1197" /></a><p class="wp-caption-text">Combined With Lighting.</p></div>
<p style="clear: both">&nbsp;<br />&nbsp;Similar techniques applied across the entire scene also improves the overall appearance, with and without lighting:</p>
<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/HeightAndAO.png"><img style="clear: both" src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/HeightAndAO-300x191.png" alt="HeightAndAO" title="HeightAndAO" width="300" height="191" class="alignleft size-medium wp-image-1199" /></a> <a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/HeightAndLighting.png"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/HeightAndLighting-300x188.png" alt="HeightAndLighting" title="HeightAndLighting" width="300" height="188" class="alignleft size-medium wp-image-1192" /></a></p>
<p style="clear: both">&nbsp;<br />&nbsp;Finally, here&#8217;s an additional happier version of the shot above, just to show the difference a change in lighting can make:</p>
<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/BrighterArea.png"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/BrighterArea-1024x660.png" alt="BrighterArea" title="BrighterArea" width="650" height="400" class="alignleft size-large wp-image-1193" /></a></p>
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		<title>Full Screen Effects</title>
		<link>http://hazelmckendrick.com/journal/full-screen-effects</link>
		<comments>http://hazelmckendrick.com/journal/full-screen-effects#comments</comments>
		<pubDate>Wed, 15 Jul 2009 20:53:14 +0000</pubDate>
		<dc:creator>Hazel</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[dare to be digital]]></category>
		<category><![CDATA[Dare To Be Digital]]></category>
		<category><![CDATA[digital colony]]></category>
		<category><![CDATA[Full Screen Effects]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[pollen]]></category>
		<category><![CDATA[Post-processing]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://killercodingninjabunny.com/?p=1176</guid>
		<description><![CDATA[I like how colourful this game is making my blog look! We&#8217;ve had the ability to add post-processing effects to our game easily for a couple of weeks now, but have only just considered what to do with that. Inspired by some of the effect from rendering fur over the weekend, I created some examples [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/paint2.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/paint2-1024x557.jpg" alt="paint2" title="paint2" width="650" height="360" class="aligncenter size-large wp-image-1133" /></a></p>
<p>I like how colourful this game is making my blog look!  We&#8217;ve had the ability to add post-processing effects to our game easily for a couple of weeks now, but have only just considered what to do with that.  Inspired by some of the effect from <a href="http://killercodingninjabunny.com/journal/fuzzy-wuzzy-bees-rendering-fur">rendering fur</a> over the weekend, I created some examples of a brushstroke shader in effect the game.  It&#8217;s good having a colourful 3D environment to play with like this.<br />
<span id="more-1176"></span></p>
<p>Although it looks nice in screenshots, the way that assets move and colours change make it look as if the screen is swimming and as such is impractical for use in the game.  I think with some consideration it would be possible to create an impressive looking environment in this way however it isn&#8217;t really suitable or relevant for what we&#8217;re working on now.  So it&#8217;s something to consider another time.</p>
<div id="attachment_1134" class="wp-caption alignleft" style="width: 310px"><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/paint3.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/paint3-300x242.jpg" alt="Brushstrokes shader." title="paint3" width="300" height="242" class="size-medium wp-image-1134" /></a><p class="wp-caption-text">Brushstrokes shader.</p></div>
<div id="attachment_1135" class="wp-caption alignleft" style="width: 310px"><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/paint4.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/paint4-300x243.jpg" alt="More brushstrokes." title="paint4" width="300" height="243" class="size-medium wp-image-1135" /></a><p class="wp-caption-text">More brushstrokes.</p></div>
<p style="clear:both">&nbsp;<br />&nbsp;Along the way, we also played with a few different effects (a couple of which are shown below).  At the end of the day though we don&#8217;t want to do anything which will cause huge changes to the textures Abi is creating, and simply having a coherent lighting model (which we do now!) greatly improves the game&#8217;s appearance.</p>
<div id="attachment_1126" class="wp-caption alignleft" style="width: 310px"><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/brightnshiny.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/brightnshiny-300x226.jpg" alt="Horrible toon shading." title="brightnshiny" width="300" height="226" class="size-medium wp-image-1126" /></a><p class="wp-caption-text">Horrible toon(ish) shading.</p></div>
<div id="attachment_1127" class="wp-caption alignleft" style="width: 310px"><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/07/drawingwithalpha.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/07/drawingwithalpha-300x278.jpg" alt="Alpha values. Might prove useful..." title="drawingwithalpha" width="300" height="278" class="size-medium wp-image-1127" /></a><p class="wp-caption-text">Alpha values. Pretty, I guess.</p></div>
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		<title>Dare Week 4 &#8211; and another Progress Video.</title>
		<link>http://hazelmckendrick.com/journal/dare-week-4-and-another-progress-video</link>
		<comments>http://hazelmckendrick.com/journal/dare-week-4-and-another-progress-video#comments</comments>
		<pubDate>Thu, 09 Jul 2009 16:16:00 +0000</pubDate>
		<dc:creator>Hazel</dc:creator>
				<category><![CDATA[bees]]></category>
		<category><![CDATA[dare to be digital]]></category>
		<category><![CDATA[Dare To Be Digital]]></category>
		<category><![CDATA[digital colony]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[pollen]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[youtube]]></category>

		<guid isPermaLink="false">http://killercodingninjabunny.com/?p=1117</guid>
		<description><![CDATA[Here&#8217;s the second Pollen progress video, recorded towards the end of week 4 (so around a week ago). Although it doesn&#8217;t reflect the state the game is in now (more assets, better controls, better motions and animations for each bee type) it&#8217;s a huge jump from the first video we shared. It shows a basic [...]]]></description>
			<content:encoded><![CDATA[<p><center><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/WZaAS9zszk4&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/WZaAS9zszk4&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></center></p>
<p>Here&#8217;s the second Pollen progress video, recorded towards the end of week 4 (so around a week ago).  Although it doesn&#8217;t reflect the state the game is in now<br />
(more assets, better controls, better motions and animations for each bee type) it&#8217;s a huge jump from the <a href="http://killercodingninjabunny.com/journal/the-first-pollen-progress-video">first video we shared</a>.  It shows a basic walkthrough of our level, and how the different bees can be used.  Since then, the level has been tweaked (ie made less brutal), we&#8217;ve added a tutorial, the tunnel section looks less like it &#8220;is from the movie Saw&#8221; (Ian&#8217;s description) and we&#8217;ve started work on our scary boss battle. </p>
<p>Obviously the game is still far from finished, so we&#8217;ve got a lot of room to change and adjust it.  If you have any feedback or suggestions, we&#8217;d love to hear them.</p>
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		<title>Dare Week 2</title>
		<link>http://hazelmckendrick.com/journal/dare-week-2</link>
		<comments>http://hazelmckendrick.com/journal/dare-week-2#comments</comments>
		<pubDate>Sat, 20 Jun 2009 17:02:14 +0000</pubDate>
		<dc:creator>Hazel</dc:creator>
				<category><![CDATA[C Sharp]]></category>
		<category><![CDATA[dare to be digital]]></category>
		<category><![CDATA[Dare To Be Digital]]></category>
		<category><![CDATA[digital colony]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[pollen]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://killercodingninjabunny.com/?p=1052</guid>
		<description><![CDATA[So, it&#8217;s been 2 weeks since Dare to be Digital started and I&#8217;ve failed to write anything about it so far, so here&#8217;s an update. Progress The first two weeks of the competition have gone fairly smoothly. We&#8217;ve had problems with exporting models and animations and with collision responses, but no major issues that we [...]]]></description>
			<content:encoded><![CDATA[<p>So, it&#8217;s been 2 weeks since Dare to be Digital started and I&#8217;ve failed to write anything about it so far, so here&#8217;s an update.</p>
<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/06/beelogoanim.gif"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/06/beelogoanim.gif" alt="beelogoanim" title="beelogoanim" width="175" height="175" class="alignright size-full wp-image-1053" /></a></p>
<h2>Progress</h2>
<p>The first two weeks of the competition have gone fairly smoothly.  We&#8217;ve had problems with exporting models and animations and with collision responses, but no major issues that we haven&#8217;t worked past.  So far we have the abilities for each of our bee types in place and working in our blocked out level.  We&#8217;ve designed and redesigned the obstacles involved in the game and we&#8217;re happy with the basic progression of these so far, but obviously we&#8217;ll continue to change and refine them until we have a complete demo.</p>
<h2>XNA, C# and Visual Studio</h2>
<p>XNA is working very well for us, and we&#8217;re making far more progress than we expected.  Compared to the OGRE engine which we worked with on our last project XNA has a lot of similarities &#8211; it&#8217;s very flexible and allows the developer to decide the extent to which they rely on built in functionality.  However, XNA does have an advantage in terms of the amount of features available without relying on third party libraries and although content loading hasn&#8217;t been entirely painless, the design of XNA&#8217;s content pipeline is really nice.</p>
<p><a href="http://killercodingninjabunny.com/wp-content/uploads/2009/06/cat-face.jpg"><img src="http://killercodingninjabunny.com/wp-content/uploads/2009/06/cat-face-300x273.jpg" alt="cat face" title="cat face" width="300" height="273" class="alignleft size-medium wp-image-1057" /></a> We&#8217;re using our own systems for basic physics and collision detection, so the only external functionality we&#8217;re making use of is XNAnimation for skeletal animation and EasyConfig for config file loading.   Both of these integrated incredibly easily with XNA and are working very well for us.  While early on we did consider using IronPython for scripting support, simply loading values from config files is providing more than enough flexibility for us so far, and the format we&#8217;re working with has far less overhead than creating XML files.</p>
<p>Although none of the team had much C# experience before the start of Dare, it didn&#8217;t take long to get used to it.  Obviously we don&#8217;t yet have the same level of understanding of the language as we did with C++, but for most functionality the two are similar enough that it isn&#8217;t an issue.  The fact that Visual Studio 2008 practically writes the code for us is also helpful here&#8230;</p>
<h2>Websites and all that</h2>
<p>We&#8217;ve got some concept art and renders up <a href="http://daretobedigital.com/team-information/team.php?year=2009&#038;idTeam=512">on our page on the Dare website</a>, where you can also check out the games other teams are working on.  We also have <a href="http://twitter.com/Digital_Colony">a twitter feed</a>, though mostly we just share pictures of bees.</p>
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