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XNADoomClone

Sunday, February 27, 2011. Did a teensy bit of coding on that content manager stuff but it's not particularly fun and work's been kinda busy so not a lot happened the past few weeks. But here's a post anyway to show that I still care. So I was thinking about level design and how to put a unique spin on the game to keep it interesting and an idea popped into my head that I've got a hard time getting rid of. What if I made Gloom a FPS Roguelike? I think it would be pretty freakin' cool, and doable too!

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XNADoomClone | xnadoomclone.blogspot.com Reviews
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Sunday, February 27, 2011. Did a teensy bit of coding on that content manager stuff but it's not particularly fun and work's been kinda busy so not a lot happened the past few weeks. But here's a post anyway to show that I still care. So I was thinking about level design and how to put a unique spin on the game to keep it interesting and an idea popped into my head that I've got a hard time getting rid of. What if I made Gloom a FPS Roguelike? I think it would be pretty freakin' cool, and doable too!
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XNADoomClone | xnadoomclone.blogspot.com Reviews

https://xnadoomclone.blogspot.com

Sunday, February 27, 2011. Did a teensy bit of coding on that content manager stuff but it's not particularly fun and work's been kinda busy so not a lot happened the past few weeks. But here's a post anyway to show that I still care. So I was thinking about level design and how to put a unique spin on the game to keep it interesting and an idea popped into my head that I've got a hard time getting rid of. What if I made Gloom a FPS Roguelike? I think it would be pretty freakin' cool, and doable too!

INTERNAL PAGES

xnadoomclone.blogspot.com xnadoomclone.blogspot.com
1

XNADoomClone: September 2010

http://www.xnadoomclone.blogspot.com/2010_09_01_archive.html

Saturday, September 25, 2010. Can you guess what this is? And if you're still unsure:. And here's one we made earlier! With special thanks to the excellent Doom Wiki. Saturday, September 18, 2010. Stealth edited on 19-9 with slightly newer song. And then stealth edited again on 20-9 with even newer song. No youtubes today, but instead an auditory preview. Musical mastermind Pete Brannan has graciously offered to write some original tracks for Gloom. Peter Brannan - Metal1. Monday, September 13, 2010.

2

XNADoomClone: PC Borked

http://www.xnadoomclone.blogspot.com/2010/10/pc-borked.html

Sunday, October 31, 2010. Development on Gloom has been temporarily put on hold as my PC is broken and will reside in the shop for a few weeks. Also eating my free time: Codeglue's moved to a new office! See you in November! October 31, 2010 at 3:59 PM. Indeed; see you tomorrow! Subscribe to: Post Comments (Atom). Awesome Inc. template. Powered by Blogger.

3

XNADoomClone: 1000 Watt

http://www.xnadoomclone.blogspot.com/2010/12/1000-watt.html

Monday, December 6, 2010. That's right, bitches. After what can only be described as an odyssey of disappointment and waste, the personal computer is finally operable (knock on wood). I have somehow been suckered into buying a power unit sporting twice the capacity that is required for my rig. The sound of fans desperately trying to keep this beast's temperature under control (a high pitched harmonic whiz coupled with intermittent low hums) will surely please my flatmate. Peter Brannan - Something Twisted.

4

XNADoomClone: January 2011

http://www.xnadoomclone.blogspot.com/2011_01_01_archive.html

Sunday, January 23, 2011. I'll eventually need (someone) to make original sprites. For now though I will use the originals. This way I can get a headstart on programming the enemies. I think that if I get a nice playable demo to show to people it will be a lot easier to find interested artists. You can find most of the Doom sprites online. Unfortunately they usually suck. They'll have no transparancy or the positioning information will be missing. Was again able to help me out nicely. What's in a name?

5

XNADoomClone: October 2010

http://www.xnadoomclone.blogspot.com/2010_10_01_archive.html

Sunday, October 31, 2010. Development on Gloom has been temporarily put on hold as my PC is broken and will reside in the shop for a few weeks. Also eating my free time: Codeglue's moved to a new office! See you in November! Monday, October 18, 2010. Small update for this weekend. I've put in some collision detection and have made a video of this. It also shows the new lighting, the WAD level loading and a bunch of glitches that still need to be ironed out. Sunday, October 10, 2010. Now, while I'm still ...

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XNADoomClone

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