Designed and created by me to demonstrate my coding and artistic flexibilities for various platforms.

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An arcade classic revisited...

The arcade game Joust has always been inspiring. By pressing a key, it invokes a wing flap action then an upward reaction, creatively original. Also riding a bird is cool, though a dragon would had been nicer than a stork or ostirich. The game play and mayhem were just perfect; simple elegance and challenging action.

The original game holds up in fun. This remake is in reverence to that classic.


New character Concepts...but keeping with the spirit.

Keeping true to the original cast of characters, but a bit more fuller than the 18 x 20 pixels or so of the original sprite renderings.

The cast of characters as envision by me. At first, the re-imagining was to appear like the original arcade cabinet art but that seem too cartoony. I always seen them as "realistic". So the concepts were drew in that vain.



With the above and other drawings in hand, time to model them into play.


Making of the Characters...

“ Wings and beaks...and so...”


Each character is not created and animated in one piece, rather by anatomical segments. This approach allowed for a methodical creation and goal objective points. Also the segments can be matched up to other parts giving more variety through varying the combination for a character.


Coding in Progress while Characters are being made...

“ Mannerism and handling...in a chunky way. ”

Various parts are being created, and animation sequences are underway. Though the graphics are not completed yet, coding is progressing; the movement, collision and mannerism codes are advancing. The model being used while programming is a temporary representation, it is composed of blocks representing the area that the rendered segments will be located. It gives a blocky test model but will suffice for coding the general behaviour of the character and environment.



Screen Captures

Setup of the test environments and interactions with objects. Along with the "blocky" character are simple representatives for the lava, platforms and walls. Gravity, collisions and walking / running mannerisms being tested above. Much fine tuning when the actual graphic, sound and animation sequences replaces things.



Taking flight...key presses to initiate flapping for upward power (z axis) but still deciding on the implementation of the other directional controls. Testing different methods.



Still a work in progress...more to come.

Or maybe Not...read below.


As of March 2012, Microsoft has shown no interest in the XNA Content Pipeline for its next OS (Win8 Metro approach). Some indications shows expectation for current XNA developers to go back to C++/DirectX programming and drop the C#/XNA frameworks.

Therefore, I may curtail coding development and deal more with the art/graphic resources in this project, until a clear indication of XNA's future; possibly it may wait til the next Microsoft console is announced to indicate XNA's final fate as a game development foundation. May consider redesigning/recoding the project to be all C++/DirectX.

Meanwhile, I will study the "new" DirectX changes, as even the DirectX SDK will disappear (June 2010 was the last standalone version). Apparently, it will now be incorporated into the Windows SDK (win8 version) and it seems to require Visual Studio 2012.



Update: February 1, 2013

Microsoft have announce that effective April 1st 2014, XNA/DirectX will be fully retired from the MVP Award Program, which effectively mean XNA is gone. And possibly a retooling of DirectX is underway, for example DirectSound is being replaced by XAudio2 and DirectMusic is already deprecated. Future of C# is in question too.

So interesting times ahead for game development using DirectX (if even it will be called that in the future). I'm glad, C/ C++ are standards and...OpenGL.