- The game now starts with you docked at the station so you can find your bearings
- The game also starts with a walkthrough of the computer systems. Once you've been through this, you get your docking licence and can leave the station. You then need to kill 5 hostiles to get your hyperspace licence.
- NEW mission types enabled
- The game initialisation and system generation is now multithreaded, so I can display a loading animation. Nice!
- The main menu is now fully SDTV-friendly. Everything fits just nicely.
- The direction finder arrow now fades out when your target is close to the aiming reticle. This was a great idea from another community member and it took mere seconds to implement. Looks great!
- Library audio is now removed, only the music for the game is played, unless the user goes to the guide and chooses their own music, in which case the guide media player takes control.
- When you return to the main menu (when you either die, exit via the pause menu, or leave the handbook), the menu now responds correctly.
Not bad for a day's work. I have a few more tweaks to make tomorrow, but for now I'm off to playtest and peer review a couple of games which I like the sound of. There are interesting things going on over at XNA HQ just now - following the release of a few really shitty "video screen savers" which didn't have a trial mode, MS has ruled that having a trial is essential, and this kind of app is not suitable for the channel. Joy of joys, this is a great decision by Microsoft. It will really tighten the screw on these opportunist, lazy, unimaginative developers who seem to plague Indie Games. People are starting to catch on to the idea that if you hate a game you can simply refuse to pass it. If a game is in peer review for around 30 days and hasn't passed, it fails automatically. This may be tough on people who have multi-language games in review, but the plus side is that that piles of shit we've seen get through will have a much harder time if too few reviewers look at them within the 30 day limit. I'm all for it.
I have a deep contempt for these script kiddies who wander over to the XNA site, join up, nail a "game" together and then plot it directly into peer review, having made exactly 0 posts to the community forums. I know I'm not the perfect community member, I don't test or review anywhere near enough and I should engage in the forums more than I do, but everyone's life is made harder by having ill-conceived, poorly executed and badly tested games getting through to release.
Good games have a harder time getting noticed, the channel's reputation takes more hits from a bad game than it gets plus points for good ones, and people who have genuinely worked hard to create interesting, playable and RELIABLE games get thoroughly pissed off. I don't expect this new guidance from MS regarding video apps and trial-free apps to change the world overnight, but it's certainly a step in the right direction. Now I like the idea of having lots of freedom to write and publish all kinds of weird ideas to the Xbox marketplace, and so do lots of other devs. But people developing product for the channel must have awareness of the impact of their product on everyone else who's trying to ship units and make their dev costs back - never mind make enough to go full-time pro. I'm not saying that anyone owes me anything, or that it's impossible to have a hit on Indie Games (IMAGWZ has been a runaway sucess for example) but the task is made all the more difficult by having to compete with 1,001 sex toy slide-show breakout tower defence clones. One cause of this glut of shite is the assumption from devs that if you've got even close to writing something which looks roughly like a game, you HAVE to publish it. I've got 6 or 7 projects which are playable, but I've not put them to market or even playtest because they're either not good enough or I didn't have the time, energy or imagination to take them to the next step of being a good, playable, enjoyable, robust gaming experience. Some of the absolute arse which has seeped out onto the marketplace channel are cringeworthy and I just can't imagine being so immune self-criticism and pride that I could think of letting other people see them.
So I'm going to go and playtest a few titles, and I'll tell you all about them. See you in a bit...














