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Fulgrim's Quest (XNA port)

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Hello. I am pleased to announce that "Fulgrim's Quest" is coming to the OUYA console! 

We believe a picture is worth a 1000 words, and a video = 10,000, so without ado here is preview of the promo video showing the game. Please note that the video is not complete and also a work in progress itself.


After getting the VS2010/Monogame/Xamarin/Android/Ouya API hydra assembled, and dealing with some issues, I was finally presented with 'pay dirt' over the weekend:

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Here I have my laptop connected to the OUYA, which is then connected to the TV. The Xbox360 is dutifully serving its role as a coaster. :P

About the Game:
This game is a arcade style button-masher in the vein of games like Golden Axe, Double Dragon, and more recently, Castle Crashers. As Fulgrim hacks n' slashes his way though various levels he gains experience points that unlock more powerful and deadly combos. There is a very simple in-game inventory system with a few items to use, like heal potions and ranged weapons. Of course, the game supports local multi-player for 2, but we might expand that to 4 (time will tell).

Development History:
Alright, I will come clean. This title was originally intended for XBI, but Microsoft effectively buried it half-way through our development. We could have cranked it out for the PC, but it's obvious this is a console action game. The OUYA was known to us, but the code was entirely in C# using XNA. Luckily Monogame, Xamarin, and the OUYA console API came along and fixed the problem. :)

Where we are going:
With Xamrin wanting a 1000$ for a license, and VS2012 being thousands (depending on the flavor; some are going for over 10,000$!), we are openly and shamelessly marching toward a Kickstarter campaign. As with all successful KS campaigns, we are starting promotion here and now so when it starts, we have a chance to succeed as well. The barrier to that is getting the demo fully ported.

In the long run, we chiefly need more art assets. That will be a big thrust of the KS campaign, as well as licenses and new hardware (my dev rig is aging- big time). We'd also like to re-render the terrain to make it flow more naturally vs. the 'assembled from tiles' look (which it is). 

What's left to do?
For the demo, I have to re-code the interface to work with the OUYA controller vs the XBox's. That should be no problem since there is a great video on this very subject by Mr. Graupmann. After that, I have to find the root of an odd bug where the Title screen will not transition to the main menu (see the Monogame forum, if you like). I've momentarily gotten around that by hacking the code to load directly to the main menu. After that, its getting the compiled game out to you all!

Who are you, anyhow?
Good question. Walter, the artist, and I (programmer) are refugees from Microprose Software. If you are ancient like us, you might remember games like Civilization, Master of Orion, and the original XCom. Walter now works at...another company I might not be able to mention :P. I've gone on to work on titles like Unreal (the original), and Mechwarrior Mercenaries 3DFX. I am Mike, btw. and I program in C#, C++, Visual Basic, and a bunch of other things in "Microsoft land".

Ok, that's it for now. I'll be back soon with some more previews to whet your appetites! We have a repository of videos from the PC version, but most of it is stored over at Photobucket. YouTube tends to yield better performance, so I have to get them uploaded and linked here.

In the meantime, heres a couple of teasers. Overlord Malphus and the Serpent boss in our test area (we call it 'the Danger room' :P )

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Thanks for reading!

-mike

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