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	<title>Black Lab Games Blog &#187; XNA</title>
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	<link>http://blacklabgames.com.au/blog</link>
	<description>Musings from the Black Lab</description>
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		<title>Game Center</title>
		<link>http://blacklabgames.com.au/blog/2011/11/game-center/</link>
		<comments>http://blacklabgames.com.au/blog/2011/11/game-center/#comments</comments>
		<pubDate>Wed, 23 Nov 2011 05:00:23 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[minis]]></category>
		<category><![CDATA[Star Hammer]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[acheivements]]></category>
		<category><![CDATA[game center]]></category>
		<category><![CDATA[leaderboard]]></category>
		<category><![CDATA[Star Hammer Tactics]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=628</guid>
		<description><![CDATA[A new feature in the iPad version of Star Hammer Tactics that was not available in previous versions is support for Achievements and Leaderboards. Neither PSP Minis, nor XBLIG support this feature. I&#8217;ve used Game Center to provide Achievement and &#8230; <a href="http://blacklabgames.com.au/blog/2011/11/game-center/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>A new feature in the iPad version of Star Hammer Tactics that was not available in previous versions is support for Achievements and Leaderboards.</p>
<p>Neither PSP Minis, nor XBLIG support this feature. I&#8217;ve used <a href="http://www.apple.com/game-center" title="Game Center">Game Center</a> to provide Achievement and Leaderboard features. (Oh, and Unity developers, I highly recommend the <a href="http://www.prime31.com/unity/" title="Prime31">Prime 31 GameCenter plugin</a>)</p>
<p>There are 4 leaderboards that players can post scores on &#8211; 3 in Skirmish mode, and 1 in the campaign. The Skirmish mode leaderboards track the number of single-player skirmish wins; one for each difficulty (Easy, Standard and Hard). So, the more skirmish battles you win, the higher up the leaderboard you go.</p>
<p>In Campaign mode, the leaderboard tracks the time taken to beat the campaign. The less time you spend making moves, the higher up the leaderboard you&#8217;ll go!</p>
<p><a href="http://blacklabgames.com.au/blog/wp-content/uploads/2011/11/game_center.jpg"><img src="http://blacklabgames.com.au/blog/wp-content/uploads/2011/11/game_center.jpg" alt="Game Center" title="game_center" width="265" height="326" class="aligncenter size-full wp-image-629" /></a></p>
<p>There are 13 achievements to unlock, for such this as winning battles, completing the campaign, reaching quantities of kills in ship-to-alien melee combat, and other stuff. </p>
<p>There is plenty of scope to add more achievements to future updates, too!</p>
<p>L8r, Paul</p>
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		<title>Couldn&#8217;t think of a name for this post &#8211; General update</title>
		<link>http://blacklabgames.com.au/blog/2010/09/couldnt-think-of-a-name-for-this-post-general-update/</link>
		<comments>http://blacklabgames.com.au/blog/2010/09/couldnt-think-of-a-name-for-this-post-general-update/#comments</comments>
		<pubDate>Mon, 20 Sep 2010 02:59:20 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[minis]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=380</guid>
		<description><![CDATA[It&#8217;s been a while since I last posted about what is going on at Black Lab Games, so I figured it was about time. This blog has been pretty quiet lately, because most of my time since the release of &#8230; <a href="http://blacklabgames.com.au/blog/2010/09/couldnt-think-of-a-name-for-this-post-general-update/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been a while since I last posted about what is going on at Black Lab Games, so I figured it was about time.</p>
<p>This blog has been pretty quiet lately, because most of my time since the release of <a href="http://uk.playstation.com/psn/games/detail/item294133/Star-Hammer-Tactics/">Star Hammer Tactics on PSP/PS3</a> has been spent on a non-Black Lab Games project. I&#8217;m not really in a position to discuss it, but it&#8217;s a project that I think has a lot of merit and I&#8217;m very happy to be involved with it. (And, one of the awesome things about being an independent game developer is that when a friend comes along and says they&#8217;ve got a really cool project, &#8216;wanna be in on it?&#8217;, you&#8217;re in a position to say &#8216;yessir!&#8217; )</p>
<p>I&#8217;m also working on a new game as much as I can. (Well, not totally <a href="http://www.blacklabgames.com.au/starhammer/game_star_hammer_episode1.html">new</a>.) Part of the reason for releasing Star Hammer Tactics on both Xbox LIVE Indies Games, and PlayStation miniS was to see which would be the best platform for me to focus on. Well people, we have a winner&#8230;.and it&#8217;s <a href="http://blog.eu.playstation.com/tag/psp-minis/">miniS</a>.</p>
<p>Development of Star Hammer Tactics was quite interesting from a technical viewpoint. I started on the Xbox, using <a href="http://en.wikipedia.org/wiki/Microsoft_XNA">XNA </a>and the <a href="http://en.wikipedia.org/wiki/C_Sharp_(programming_language)">C# language</a>. Porting it to be a native PSP application was interesting, given that their is no C# compiler for the PSP (C++ only), the hardware is a lot less powerful, the screen a lot smaller, etc.</p>
<p>Obviously it&#8217;s all doable, and I got a pretty good codebase out of it, but it wasn&#8217;t really designed with the PSP in mind from the start. A key focus over the last months has been redesigning the core game engine to be more PSP-targeted, and use the available hardware a bit better. That process is coming along nicely, and I think I&#8217;m putting together an excellent foundation to create a decent number of games over the next year or two.</p>
<p>Good times!</p>
<p>L8r, Paul</p>
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		<title>GDC is crazy times!</title>
		<link>http://blacklabgames.com.au/blog/2010/03/gdc-is-crazy-times/</link>
		<comments>http://blacklabgames.com.au/blog/2010/03/gdc-is-crazy-times/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 01:11:21 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[PhyrEngine]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=264</guid>
		<description><![CDATA[I couldn&#8217;t get to the annual Game Developers Conference (GDC) in San Francisco this year, so instead have to read about it. In the last 24 hours, I&#8217;ve seen 3 huge announcements that directly relate to tools, platforms and technology &#8230; <a href="http://blacklabgames.com.au/blog/2010/03/gdc-is-crazy-times/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I couldn&#8217;t get to the annual Game Developers Conference (GDC) in San Francisco this year, so instead have to read about it.</p>
<p>In the last 24 hours, I&#8217;ve seen 3 huge announcements that directly relate to tools, platforms and technology that I use.</p>
<p>First, Unity Technology <a href="http://unity3d.com/company/news/unity-unveils-3rd-generation-platform-press.html">announced</a> a new version of Unity3D with support for Xbox 360, Playstation 3 and Android coming soon. Next, Microsoft <a href="http://www.gamasutra.com/view/news/27589/GDC_Microsoft_Announces_XNA_Game_Studio_40.php">announce</a> XNA 4.0, a significant upgrade to .NET based game framework. Finally, Sony <a href="http://www.gamasutra.com/view/news/27576/GDC_Sony_To_Release_PhyreEngine_PSP_In_Spring.php">announce</a> that they are releasing PhyrEngine for the PSP!</p>
<p>Why do these announcements matter? Because I do contract work in Unity, original games for the Xbox 360 with XNA, and I&#8217;m currently building a technology &#8220;platform&#8221; to allow my games to run on the PSP/PS3 &#8211; so every platform/toolset I use is being upgraded.</p>
<p>So much craziness, I can&#8217;t keep up! And that&#8217;s just day one of a five day conference!!</p>
]]></content:encoded>
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		<title>Shader programming is fun!</title>
		<link>http://blacklabgames.com.au/blog/2009/06/shader-programming-is-fun/</link>
		<comments>http://blacklabgames.com.au/blog/2009/06/shader-programming-is-fun/#comments</comments>
		<pubDate>Mon, 22 Jun 2009 10:31:18 +0000</pubDate>
		<dc:creator>Black Lab Games</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Operation: Star Hammer]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=57</guid>
		<description><![CDATA[I missed shader programming when it was new.  My first foray into 3d graphics was before 3D cards, and by the time the first programmable pipeline graphics cards became available, I was in the corporate software world writing, well, uninteresting &#8230; <a href="http://blacklabgames.com.au/blog/2009/06/shader-programming-is-fun/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I missed shader programming when it was new.  My first foray into 3d graphics was before 3D cards, and by the time the first programmable pipeline graphics cards became available, I was in the corporate software world writing, well, <span style="text-decoration: line-through;">uninteresting</span> non-gaming applications. Recently I&#8217;ve been re-writing <a title="OSH" href="http://www.blacklabgames.com.au/index.php/coming-soon">Operation: Star Hammer</a> to use <a href="http://blacklabgames.com.au/blog/?p=41">3D models</a>, which as presented a lot of opportunities for some eye candy, and an opportunity to get my teeth into shader coding!</p>
<p>Something that 2D can&#8217;t do that 3D can is directional lights. I&#8217;ve added an effect to the game when the player fires their lasers that lights there ship, like a muzzle flash. Cool. But the shader effect I&#8217;m most pleased with to date is the afterburner effect, not necessarily from a visual standpoint, but from the power of using GPUs to do the work.</p>
<p>Players can get a temporary speed boost that uses energy. An afterburner flame is shown at the back of the players ship. To make this effect, I used a gas hotplate as inspiration. I grabbed a photo of my kitchen hotplates in action &#8211; domestic appliance and game development DO mix &#8211; to serve as a way to pick good colors and shape. The flame is model as a single mesh. The animation is done in the shader.</p>
<p><img class="alignnone size-full wp-image-58" title="afterburner" src="http://blacklabgames.com.au/blog/wp-content/uploads/2009/06/afterburner.jpg" alt="afterburner" width="576" height="315" /></p>
<p>Something I noticed was that the real-world flame is mostly transparent in the centre, and almost opaque around the edges. So, in the pixel shader, I calculate the opacity based on the flame models normals.</p>
<p><img class="alignnone size-full wp-image-59" title="flames" src="http://blacklabgames.com.au/blog/wp-content/uploads/2009/06/flames.jpg" alt="flames" width="200" height="100" /></p>
<p>Flames also flickers, which means only one thing&#8230;vertex animation. The vertex shader deforms the vertices of the model in interesting ways, giving a pretty decent illusion of flicker. Finally, I&#8217;m also animating the UV coordinates so that the texture appears to slide along the flame as well.</p>
<p>So, by combining a static model, and a static texture with a shader that does vertex animation, UV animation and some interesting alpha calculations, I&#8217;ve got an afterburner flame I&#8217;m pretty happy with.</p>
<p>Lessons learned : Use real-life objects to understand how things can/should look, GPU&#8217;s are awesomely useful, and it&#8217;s really fun to get the GPU to do all of the work.</p>
]]></content:encoded>
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		<title>Game development should be fun</title>
		<link>http://blacklabgames.com.au/blog/2009/03/game-development-should-be-fun/</link>
		<comments>http://blacklabgames.com.au/blog/2009/03/game-development-should-be-fun/#comments</comments>
		<pubDate>Wed, 18 Mar 2009 01:04:42 +0000</pubDate>
		<dc:creator>paul</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Community Games]]></category>
		<category><![CDATA[Operation: Star Hammer]]></category>
		<category><![CDATA[Schump]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://blacklabgames.com.au/blog/?p=4</guid>
		<description><![CDATA[Recently, I&#8217;ve been spending a lot of time working on a game for Xbox LIVE Community Games, called Operation: Star Hammer. It&#8217;s a fairly old-school shump. It has a vague story line held together by the missions that the player &#8230; <a href="http://blacklabgames.com.au/blog/2009/03/game-development-should-be-fun/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Recently, I&#8217;ve been spending a lot of time working on a game for <a href="http://creators.xna.com/en-us/XboxLIVECommunityGames">Xbox LIVE Community Games</a>, called <em>Operation: Star Hammer</em>. It&#8217;s a fairly old-school <a href="http://en.wikipedia.org/wiki/Shoot_%27em_up">shump</a>. It has a vague story line held together by the missions that the player has to undertake.</p>
<p>The gameplay is quite straight forward. The player pilots a space fighter and flys from navpoint to navpoint, engaging enemies, escorting friendly ships, collecting things and so on. I&#8217;m not going to pretend that this game breaks new ground. However despite that, it&#8217;s the most fun I&#8217;ve had with a computer for a long time.</p>
<p>There are a few reasons why it&#8217;s been such a positive experience so far.</p>
<p>First, I&#8217;m using some good and familiar tools. The game is written on top of the XNA framework, which I find to be an excellent API. For a game like <em>Operation: Star Hammer</em>, it&#8217;s got everything I need and a lot more.</p>
<p>Second, it&#8217;s my first foray into making a console game. Pretty much all of my development career has been writing PC software, with the odd venture into <a href="http://www.spinfast.com.au/cricket">mobile phones</a> and PDAs. Whilst using XNA surely hides a lot of complexity (not to mention that the game itself is not really too demanding on the system resources for a modern video game console), it has been really cool seeing stuff work on a new hardware platform I haven&#8217;t worked with before.</p>
<p>There are other reasons, which I&#8217;ll probably go into in more detail in future posts.</p>
<p>Which brings me to the title of the post. Game development is a serious business these days. Budgets are often huge, and the pressure on developers to deliver more for less ever increasing. The whole point of a game is to provide entertainment, and I wonder, if the people making the game can&#8217;t or don&#8217;t enjoy the act of <em>creating </em>it, what are the chances of players enjoying the result? Pretty small I suspect.</p>
<p>Bored or frustrated designers, programmers and artists will produce work that mirrors their state of mind.</p>
<p>So, even if nobody else ever plays <em>Operation: Star Hammer</em>, at least it was fun to make it <img src='http://blacklabgames.com.au/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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