Dario FF, on 28 December 2011 - 08:55 AM, said:
I say don't worry about the artwork too much at the moment, focus on getting up a playable engine that is able to replicate the original gameplay decently and handle anything you need for all the levels. You wouldn't like to see running into a problem which means you have to entirely rework your map's save data because you had to add sequences or something. Also, don't merge the game logic with graphics rendering at all. Heck, you got XNA available, who says you might even have the idea of making it 3D later!
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Yuzoboy, on 28 December 2011 - 11:14 AM, said:
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I also commend your use of XNA, my experience with it was good, but felt it was a bit slow for a feature-ridden game. Take into account the feedback and go about it with your own well though-out direction, will be interesting to see the level of quality you can produce with this project:)
Irixion, on 29 December 2011 - 02:39 AM, said:
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You could bundle XNA Framework with your release, or have an extractor do all of the work. Complaining about having to install that is like bitching at having to install VB6 for xm3smps, which Tweaker didn't do by the way.
So, if you can't get rid of the XNA dependency then just bundle it in some way.
Okay, first: XNA is a bad choice. XNA immediately limits you to Windows Vista and Windows 7 and makes it difficult to port later to other non-Windows based platforms when you want to do it later. And you will want to do it later. It is also bloat. You don't need all of XNA. Heck, for a Sonic game, you don't need ANY of XNA. SDL works well enough because it's just a 2D game with some 3D layering if needed.
Second, requiring the .NET 4.0 Framework is just awful. If you required .NET Framework 2.0, that's fine, but .NET Framework 3.0 and higher is unacceptable.
Third, despite common belief, .NET works just like the JVM. It's only faster because it doesn't render everything by itself, and lets Windows render stuff for it.
Fourth, open source if possible. More people can freely contribute to an open source engine, and it benefits more people in the long term, too. Writing a game engine is freaking hard as hell. Nobody should have to reinvent the wheel if what they need is potentially available for use. Of course, I don't think that's something that Retro people really understand, since that's something that is more appreciated in the programmer's realm rather than the artist's realm.
Honestly, I'd recommend writing the engine in C or C++, using cross platform libraries like SDL and OpenAL. Or if you need the full repertoire of APIs, then I'd recommend using Qt4. Though using a full toolkit like Qt4 for a game isn't usually done...
This post has been edited by Conan Kudo: 29 December 2011 - 09:23 AM