Making a great retro game. Episode 2 Where Science Reigns Supreme

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Uploaded by on Apr 29, 2009

A little late, we have been busy working on the game like mad. I am currently editing our 6 hours of footage into new episodes... Really been swamped, doing game art, level design, making commercials and safety videos. This is Episode 2 of our series of bi-monthly (sorry this is a week late) installments cataloging the progress of our video game, "Dungeons" development. Until work dies down future episodes will be edited in this simple style. Sorry about that.

When the game is finished it will be available on XBOX Live Community games and we are planning on entering the Dream it Build it competition. Watch us as our game evolves, there are some tutorials and you will get a sneak peak at a game by gamers for gamers.... Of the late 80's early 90's. Kobold.

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Gaming

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Uploader Comments (RunandGunPictures)

  • No offense, but using drop down boxes to 'program' a game is hardly programming.

    But it looks cool.

  • I'm sorry, but you are merely viewing a typical level editor, the type you would find in any other game engine. Each "drop down box" is actually a property that is used to configure a component that has been added to an object by the level editor. And I assure you, every single component in the game has been coded in C# from scratch.

  • Following your logic, the entire game of Half-Life 2 was developed using drop down menus in the Hammer level editor, including special effects, sound effects, and AI logic.

    The truth is that in our game, components are designed to be as generic as possible so they can be re-used amongst many scene objects. This lets us easily construct the level and tweak gameplay and flow using the builder.

  • Reply now presented in a non-rude format:

    That is our level builder. All of our components were coded from scratch to be generic enough that we could use them on any object in the builder. You are watching John configure one of the components he created.

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  • @Sk8F4n Umm... There is a lot of coding going on throughout the series. You are looking at our early level builder. The same thing you'd see in any other game engine. Each drop down box, which is a property that is used to configure a component that has been added to an object by the level editor. Every single component in the game has been coded in C# from scratch. Truth be told our level editor is VERY different now.

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