22. May 2010 by Mads

Due to some busy weeks at work the next few weeks I need to stop my “2 week” blog posts, which normally gives a little update about how the game are doing. As I know I will get very busy in the coming weeks at my job, I know I wouldn’t have time to code on Little Longhorn, which means I wouldn’t have anything to write about :)

Stay tuned as we can hopefully show some of the graphics for the game when we get back, as the graphic guys are doing a great job currently. So let’s see what Mikkel Laumann and Thomas Jørgensen comes up with.

2. May 2010 by Mads

Another 14 days have gone and we are making progress. Maybe not as fast as we would like, but still - things are moving forward.

Read this post to get up to date with the development of the XNA/Silverlight game Little Longhorn.

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19. April 2010 by Mads

In my last post I stated that I would start blogging about the game every two weeks. This means that I should have been blogging yesterday. Sadly I didn’t had time, so here I am one day too late.

So, what have we been up to?

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4. April 2010 by Mads

Oh, it’s been a while since I have written anything about Little Longhorn! Actually I just discovered that my last post is from 1. February 2010, so that is pretty crazy how fast times goes by. :)
Even though I haven’t written anything about the game a lot have actually happened. In this post I will take you through some of the things we have done these months.

Little Longhorn - screenshot RadialWheel
What you see in the middle is our new RadialWheel menu component.

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31. January 2010 by Mads

About two weeks ago I wrote this post about how we decided to try and change the focus on how we develop this game. We have for a long time coded on the “engine” part of the game, so we have something solid to build the game on. This is very exciting and very needed, we just started to hit a point where we felt like we needed to have something we could “show” people. We needed to have a simple “playable” prototype of the game that we could show people and they could try. There were mainly two reasons for this:

  1. We were starting to have a hard time finding the motivation to code on the project, as all the things we did were “non-visual”, like all the engine work, which didn’t gave anything to the game, visually or game play-wise. Motivation is a pretty important factor when you are doing a hobby project like this :)
  2. We are both (me and Allan Hansen) very interesting in designing code as good as possible, which is why we usually talk a lot of how we can do stuff before we start coding it. This actually a good thing, but in this case, we saw that we needed a different approach.

So, with the points from above in mind, we wanted to do something about it, which is what we did the last two weeks.

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