Xeno Assault: Survival



Made with:
GameMaker Studio
PhotoShop
SFXR
Features:
     Developed for Windows 8 touch devices (tablets such as the Surface) and their design criteria, which no longer work under Windows 10.With a recompile the game is still playable under Windows 10 using a keyboard, however the swipe commands no longer function and touch areas are off for resolutions above 720.
Story:
     Xeno Assault: Survival began as a learning exercise for C# and the XNA framework. Just as I got the working prototype finished support for XNA was dropped. Thus, I stopped development as I pondered the idea of switching to C++ and DirectX.
     Shortly thereafter Microsoft held a little competition, in cooperation with YoYo Games, to make more games available on the Windows Store. Despite discovering the competition only two weeks before deadline, and having no experience with GameMaker, I decided to undertake the personal challenge of getting the game finished and published for the competition.
     I got the game finished and submitted for certification the day before the deadline. Sadly, the game was not certified until the day after the deadline. That disappointment was very quickly overshadowed when the game was listed in the “new” section of the Windows Store.  Just like that I went from dreaming about making games to having a finished and published game. By the time I de-listed the game in 2016 the game had been downloaded 887 times in the US, Canada, UK, and Australia.  

Design:
     Quite a bit of effort actually went into designing the game. I knew that I wanted to target tablets and incorporate touch controls. I also wanted to incorporate advertisements. One of the main complaints of onscreen touch controls is that they typically obscure some of the game. The same is often true of advertisements.
     The solution came to me as I considered the type of game I was planning to make. The game is quite simple and reminiscent of the top down shooter games of early ‘80s arcades. So, I decided to make it look like an arcade cabinet. In this way I could incorporate the onscreen controls in a fashion that made them look like a part of the game, rather than spectral buttons floating above everything. As banners commonly adorned the sides of cabinets and the areas around the screen it made the perfect place to put the games HUD elements and advertisements. The red banner on the left is actually advertising space, which is precisely sized for a specific size of advertisement.


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