Game Development XNA

Game Development XNA framework

Introduction about game development with Microsoft XNA game studio

Microsoft® XNA™ is composed of industry-leading software, services, resources, and communities focused on enabling game developers to be successful on Microsoft gaming platforms. Microsoft provides advanced technology that allows professional developers to quickly enable games on platforms like Xbox 360 and Windows. Simultaneously it provides authoring, development, debugging, and profiling tools, while the libraries provide superior performance and an amazing depth of features.
Zatun has developed the “The Legend of Vraz”, a 2D action packed adventure arcade game for Windows PC. The legend of Vraz is the first 2D arcade game in India created with Microsoft XNA Game studio. It is also one of the earliest Microsoft XNA games developed in India and one of the first games in India from an Independent developer. It is also the first game ever made on Indian Miniature painting style.

Background Study

Before starting the actual game development the team prepared the game design document. Two teams were created which worked in parallel. One team worked on the graphics development which looked for the miniature art and the other team, game programming team, was searching for a particular platform and different game engines. During this period the team checked out other game engines but finally decided to work with XNA.

Game Development

One of the most important phase of the game development was finished; information gathering. After finalization of the platform we started looking on how we can utilize the XNA for the game development with its best. We started from the home page for the XNA and move forward from there looking at different samples and tried to figure out the best optimized solution for that. The learning curve for the XNA seemed to be very low as we had an expertise in C, C++ and C# as well as different graphics library such as Open GL and DirectX.

The following were the base requirements for us to develop a game.

  • Game Menus
  • A graphics library which would give us direct access to the hardware which is available with XNA.
  • A Game world designer, Map Editor, that would help us in faster production of different Levels and Worlds.
  • A Character Animation Editor, Character Editor, which would assist in the developing faster animations with better results.
  • Ease of development of physics that can be included in the game.
  • Ease of implementation of the artificial intelligence inside the game.
  • Applicability of the special effects. Game Menu

Game Menus

Now we are on board the ship of hardcore coding and have just started sailing. We are now ready with the GUI of the game-the menu of the game which handles the game parameters.

Game menu

We started building it from scratch by taking reference from book- Beginning XNA Programming, from Novice to Professional by Alexandre Lobao and others.

We made a general menu initially which gave us the idea about the functioning of menu. We took the approach of Game Components in which every screen was added to the game as a game component. Through this we acquired the knowledge about important features of XNA like Game Components and Game Services.
We also got to know about controlling Sound, display modes and keyboard controls. Dealing with File input/input and mouse was also a part of the learning process so now we were familiar with that also.

Then we began the main programming of our game specific menu but by following the reference as mentioned above we were facing memory issues as every menu screen was added as a game Component which consumed some space in memory and the code would get more and more complex as the number of menu screens would increase. So now we had to think of a very simple way to develop and handle menu because if menu itself would be so complex then mounting the whole game would lead severe memory issues.

We took the approach of a controller which controls the rendering and hiding of menu screen and passing controls to respective screen. The only game component added was the controller which when required to display a screen, would load its contents on run time and would display the screen. This reduced a lot of memory overload as only the visible contents were loaded in game and others are not. This also made our code very simple as in from only a single class – the class of the controller we could manage all the game screens.

Having a simple skeleton ready for the menu, adding the different functionality was not a major task as due to prior knowledge of the audio, display, mouse etc, it was just like fixing the spare parts of the motor engine in proper place. This reduced the development time and effort. Now we will move on to developing the first level of the game.

Map Editor

Map Editor is a utility that allows the faster development of the game levels or the game world. As we have stated in the Introduction section that the game will be a platformer, action and adventure game so obviously we lots of jump and multiple path for the wondering around. We have different layer depths for different images and tiles.

We have even allowed placeholders for different collectibles and the NPCs as well as for the enemies too. This map editor application allows us to draw the collision detection path where player can run on. Bounding boxes are helpful to assign the collision with different objects during the game. We can assign these boxes in the game too.

The NPC characters allow moving during the game into their patrolling area and also able to take appropriate action when the player comes into visibility area. It is more advantageous to assign them in the editor rather than into the game itself. So the Map editor allows us to do this on the fly just on the click on a mouse button.

Once we will finish with one point we can run the application and even check how this thing looks in the real game. Once we found any issues we can straight away go there and sort that issue very easily.

map editor level 4

level 4 2D arcade game

Here it shows different interactive objects which can be directly add into the map editor and then on the fly we can load them into the game.

Game AI (Artifical Intelligence)

Artificial Intelligence is one of the important factor that make the game looks like a real game and the gameplay looks very interactive, the game is engaging the player and make them think.

First of all the game characters should move on the path assign to them and do the patrolling. This means that the character should move on the platform and when they are on the platform they just stand still and play the appropriate animation.

In the other case we have to take appropriate decision when the player character comes in to the visibility of the NPC they have to take appropriate action such as changing the direction, attack the player or dodge if the player is attacking and some other like this. This is a part of the AI. But in this case we have different types of enemies and they have different physic so we can’t take a generic decision. In this case the langur baby can jump as it is light in weight where as the soldier can’t as he has heavy Armour on his body so we have take decision based on this kind of situations.

Even to make the game more realistic we have included different expressions like happy, sad, angry, die and so on. If the NPC can hit the payer twice then they will be happy and miss then sad or angry.

Game Particle System

Particle system is one of the important factor that give realistic look to the game. We have applied particle systems at few many places like in different interactive objects like fire flame, volcano and arrow fire.

For the particle system we have make the particle system manager by our self and use the different objects on them. This manager will take of updating the look and feel of each and particle by make sure that a particular particle requires update. This way we can optimize the thing effectively.

Summary

Game development is a dream of team Zatun. The experience with XNA is also good that we have deliver what we want. XNA is good development platform with lots of resources available on the internet with few dedicated site too.

Palace Worlds

Palace Worlds

We are showcasing two of our latest in-house Game videos of our game “The Legend of Vraz”.

The first video is for level 1 – the jungle level and the second video is for level 3 – The Palace Level.

Level 1 – Jungle level

Level 3 – Palace level


The new in-game footage videos showcase our new Menus, GUI, the particles and the new backgrounds.

Audio will play are huge part in getting the right mood for the game so we are making an extra effort to ensure we get the right audio which suits our game.

Palace worlds games are the big attraction towards the people in modern world. The Palace worlds create a simulation game set in passionate upper class version than the older version and the other version of game design. Palace worlds is good attempt to design the game to make it modernize using the palace design and make the development with most beautiful structure in the kingdom. One of such best creation done by Zatun on Palace worlds is ‘The legend of Vraz’. The highly qualified staff members have been put all great efforts to make the new version of game become most popular across the world. The game has earlier version named jungle level and the latest they created by Palace worlds version. This Palace worlds consists of new Menus, GUI, particles and the new backgrounds which are quite good to fun and enjoy. Audio is the crucial part that creates the right mood on playing such games and Zatun has put all great efforts to make sure the game have right audio which really suits while playing. It’s a unique experience to have such game with all great design of palace.

The world has seen an uprising with the creation of the internet and culture is really considering its impact with the unity of high speed access. Palace worlds is quite known and familiar version people use to play and enjoy the game with number of objects to face in the game at each new level and have to clear up all the level one by one with placed objects. The Palace worlds game design is slightly complex as it has number of objects to place while move from the one point to other. At each new level, it is required to plot of land to design and set of objectives. These objectives include a set of number of certain buildings and also how much it demand to cover entire palace plot generation. Once all the objects set to the right place on palace, it looks beautiful and real. Palace worlds gain popularly and earned big values from viewers with creating positive impact that make it more enjoyable and funny!

The intention of gaming industry to design and develop a games where more and more people involve to play such new world games and have a great fun and enjoy with the latest version of games. The game level is the most famous part of gaming than the other level of games. It encourages more users to use such game and enjoy it the fullest. The Palace worlds games include 2d and 3d games and more it’s using with flash have a wonderful combination of the images and a sound mixture. It’s more realistic and productive level being most popular in today’s world.

This increasingly competitive industry has greater demands on Palace worlds games and therefore its need for a more dynamic and pro-active game development approach supported by a technologically efficient organization to meet user requirements. Zatun is one of the most booming gaming industry with their high class video game design and development with a real taste and best creativity. ‘The Legend Of Vraz’ creation of Zatun looks pretty good with palace level and good feeling to use and play this version.

Game Level Design

Game Level Design

Hi,

I hope everyone is doing well. We are enjoying the nice bright sunshine here while working our game.

Art wise, the game level design for the remaining levels should be over within this month. The lighting for the characters is complete as well.

This complex world of Level Design is so huge that it takes hours of game play to make sure we have the perfect game level design.

On the programming end, we are still working on the AI (Artificial Intelligence) . The horizontal and the vertical moving platforms have been implemented in the game but they are not functioning as required. The collision algorithm is working but again there is a bit of issues. In short, a lot of tasks have been completed still it seems a lot more needs to be done. I am hopeful that all these issues will be sorted out without taking up too much of our time.

Below is the video of our Stage 1 “Jungle worlds video game” with the blinking and the moving platforms.

Team Zatun

Jungle Worlds

Jungle Worlds

Hi,

We are ready with our Jungle Worlds  level and Palace level walk through for our 2D game.  It did take the artists quite a bit of time and to create the levels but now the final product does look amazing.

Video 1 – Jungle Worlds level  Walk through

Video 2 – Palace Worlds Level Walk Through

I hope you have a look at it and if you have any comments or suggestions for our in the jungle level, do not hesitate to leave us a comment.

Thanks again,

Zatun Team