I had a thought about making a simple XNA game about zombies, but using a super retro color palette… Not sure what to do with it though. I could just make it a simple shooter, but there are so many shooters on XNA that is might not be worth it.

I had a thought about making a simple XNA game about zombies, but using a super retro color palette… Not sure what to do with it though. I could just make it a simple shooter, but there are so many shooters on XNA that is might not be worth it.

I have no doubt, Activision absolutely killed the music genre in the only way they know how. History has shown that much. CoD is soon to follow, but they need to sue a few more of their employees before they let that nest egg rot.
I don’t want to sound bitter here but thank you sweet baby Jesus! Music games are on their way out. I liked these games about 15 years ago, before everyone thought that this was something new just because it came with a plastic instrument.
I have so many friends that loved to play this game. I tried to like it, believe me, I tried. Every time I held that cheap piece of plastic in my hands I felt a tiny little rage bubble up inside of me. After years of classical music training, I was insulted to be confronted by Klax synchronized to music at the cost of a car payment. I take that back… Klax was a better game so I don’t want to tarnish it with a comparison.
If there is going to be real innovation in music games, it’s not going to come from colored blocks scrolling down the screen. I want to have a controllable character, a story, a reason to play the game. The music should evolve from that. I feel that games like Flower pushed the music genre further than any of the iterations of Rock Band or Guitar Hero. I would look closer to games like Rez or Lumines for motivation before suffering through another peripheral to hang in my closet.
I just finished reading through an interesting article about the new lighting engine that is used in Frostbite 2.0. It looks like they are using Intel’s new lighting engine. You can find the PDF near the bottom of their page, in the Presentations section.
http://www.geomerics.com/enlighten/
radiosity_architecture.pdf
If the article is too technical to hold your interest, here’s the overview:
Sound’s simple right?!? That 3MB document covers a number of steps required to make that happen, including a series of pre-compute stages and a specially crafted low-poly proxy of the scene that must share the same uv space as it’s high-poly counterpart. Nice effects, but it requires too many tools to process the data. I’d like to see a pipeline that is less intrusive than this one, but it’s clearly a strong start for fully dynamic lighting and indirect lighting.
(THIS IS THE VIDEO THAT IS REFERENCED AT THE END OF THE ARTICLE)
http://www.youtube.com/watch?v=foXVF7q035Y