Celestial Apotheosis

That’s the working title of a game idea I have. I’ve had this idea floating around for a while, but now I’ve decided to actually do something about it. I won’t go into details just yet but I have a good feeling about this.

I am aiming to see this game released on the Indie Games marketplace on Xbox Live.

I know the process will be extremly taxing, but I’m prepared for this. And now I have set idea in mind, with a planned timeline, more updates can be expected.

I will have a concept document drawn up within the next month (depending on university workload), and as part of my programming revision, I am going to begin learning the basics of C# within XNA framework 4.0. I am planning on beginning coding during June, after the end of this year in university. This should give my writers and artist time to provide concept ideas and art.

Any advice or constructive critism from indie developers, or any game developers in general will be very much appreciated as this is a huge step up in my education.

For more updates, follow my Twitter @hannardynamite


6 thoughts on “Celestial Apotheosis

  1. I know this if off topic but I’m finding into starting my own blog and was challenging what all is required to get setup? I’m assuming having a blog like yours would cost a pretty penny? I’m not very web savvy so I’m not 100% certain. Any suggestions or guidance would be greatly appreciated. Many thanks

  2. Well, the best advice I can give you is that you should not give up, and instead try, try, try again.

    Other than that. Make sure you take a look at all the samples on the creators page. They’re extremely helpful. Be careful when allocating and continuously reallocation a ton of objects as the xbox garbage collector will go frantic and decide to collect everything. Also, PiX and CLRProfilier are great debugging tools.

    Also, really think about developing custom tools, level editor and maybe an editor for animations. There are a few floating around, but it may best to write your own depending on the scale of the game.

    Anyways, that’s all that comes to my mind for now.

    Good luck!

  3. Good luck with the project.

    Don’t hesitate to ask for help. There’s a great community of XNA developers out there. The @XNAUK User Group is on hand to help, the AppHub forums are friendly and there’s always a bunch of people checking the Twitter #XNA and #XBLIG hash-tags if you want to ask questions on there ;-).

    If you get stuck with something don’t be scared to ask. It’s likely someone can help you out.

    Also, consider making a PC version of your game and releasing on IndieCity.com (still in development currently but will be launching in the next few months). XBLIG is a limited market and it’s best not to rely on sales from that channel alone.

  4. These guys raise a lot of good points. Indie City is a great alternative (or addition) to your release, and a lot of great guys run it. @BinarytweedDJ is always an outstanding resource if you are ever looking for info over there.

    Like Martin said, don’t be afraid to ask any of the other XNA devs or especially the MVPs – they are there and extend themselves for a reason.

    Like Kyle said as well, don’t give it. Learning anything (especially programming!) is daunting and extremely frustrating at first. Read tons of books, watch tutorials, and best of all, just grab someone else’s finished work and play around with it. That’s the best way to learn the ins and outs of it. Be sure to update people of your progress along the way too!

    • Thanks 🙂 I’d completely forgotten about IndieCity (not something I should admit to, probably) I was just thinking earlier about a PC release as well.

      You’ve just reminded me that are some updates to my progess that I should upload to here. Now that university’s over, I can get my head properly back in the game.

      As for grabbing someone’s else work; that’s what I’ve been playing around with lately – I had to create a maze-based game in C++ earlier this year, so to get my teeth into C# and XNA I’ve been recreating that, which is a start.

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