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Island Playground–Unity Updates
Spent a good portion of today working on creating the design document for my game. I use the design document created by Chris Taylor (just Google it if you want it). It’s a pretty good design template if a little high level for what I wanted it for. Only a few updates to the playground map since I spent a bunch of time trying to get my own animations working to no avail. Prefab inventory items (coins can be picked up and total gold is stored on Player) Animated character (pressing E nearby animates ......

Posted On Wednesday, August 21, 2013 1:40 AM

A Return To Tech
Wow, it has been awhile, so let's do some catching up. In January 2011 I joined a local gym and have since been pretty dedicated to that and work leaving me little to no time for personal projects (although I've lost almost 40 lbs!). This includes both this blog, posting at Gamasutra, the Deep Fried Devcast, and anything else. Add to this my recent increased interest in music and guitar and I've been left with very little extra time. In fact, I've changed so much about the way I spend my time that ......

Posted On Tuesday, July 26, 2011 2:29 PM

Ambush Beta Released!!!

Last night I finished the core functionality of Ambush, an Asteroids-style clone I made while developing RhinoXNA.

You can find the game and source code at my website here.

There are some tweaks that need to be made before the game is finalized (such as asteroid defect updates and some other gameplay oriented tweeks like ship speed and such).

Hope you guys like it, and I'd love some feedback.

Posted On Friday, October 8, 2010 1:36 AM

Gamasutra Column
Most people who Google some form of 'business' and 'games' typically comes across this awesome site that I've read for quite awhile now called Gamasutra features loads of info on the business and development side of games as well as job postings and blogs by experts and site members. I've been a mamber there for quite awhile now but only started posting there. In fact, today's post there is an updated version of something I posted here. Everything I'm going to be posting there is going ......

Posted On Monday, September 27, 2010 5:52 AM

Ambush Check List
So if you haven't noticed by the loads of info I'm mentioned about it, I'm working on an Asteroids clone called Ambush using RhinoXNA (a graphics library I developed over XNA). I've been working on it for a month or two now and here is a list of what I have left to do: Must Haves Collision (asteroids, ship, bullet) Ability to shoot bullets Lives and player ship death (including returning to main menu after Game Over) Finish Help Menu Nice To Haves RhinoXNA splash screen Intro story Game story Multiplayer ......

Posted On Monday, September 20, 2010 6:22 AM

Unity Game Update
I’ve realized I want to spend more time on development and reduce the time I spend on my YouTube channel (if you aren’t aware, I run a YouTube channel called PressToJoin). While I really like my channel and will continue to update it, my passion continues to lie in development, more specifically game development. Realizing this is my passion and I haven’t been spending any time to it I decided to start working on some game project. First I looked through several engines, languages, and ways I could ......

Posted On Tuesday, August 20, 2013 2:19 AM

Niln: An Original Mod for The Elder Scrolls: Oblivion
Here is what I am currently working on, a mod called Niln for the PC game The Elder Scrolls: Oblivion. Niln is designed to be a new settlement on the outskirts of the Imperial City featuring around 10 new buildings with new NPCs all featuring brand new voice overs. Included are about 5 seperate quest lines for the player to complete. Here are some screen shots: There are two primary ways you can get information about the mod other than this blog. They are: ......

Posted On Wednesday, July 27, 2011 9:22 PM

RhinoXNA 0.0.1 Released (First Alpha)

The first alpha of RhinoXNA has been released, go check it out at and let me know what you think!


Posted On Thursday, September 2, 2010 3:48 AM

Working For A Livin'
I have been up to mucho in the past few weeks and nothing at the same time. I'm currently in the process of re-designing to be my personal portfolio with a whole new color scheme and layout (including a new web host!). I'm continuing work on Project Ambush which is the first full game to use the open source library I'm developing, RhinoXNA. Not to mention several books I've read and games I've completed. All this on top of a 40-hour/week salary job. All work and no play makes Matt ......

Posted On Tuesday, August 31, 2010 6:29 AM

For awhile now I've worked on refactoring a big chunk of code that I've used numerous times over and have been refactoring in much smaller doses but now I'm taking all the code I've written in XNA (mostly) and creating a reusable function library to make using XNA even easier. Enter, RhinoXNA, providing users with: Ability to render 2D (sprites, fonts) and 3D (3D needs work yet) Extendable objects to quickly create game menus, player HUD, and game levels Built-in, extendable achievement-like system ......

Posted On Friday, July 30, 2010 2:33 AM

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