Battle for Venga Islands Post Mortem...
So, the game has been out for a few days now, and I've some chance to reflect, I figured I'd write down some notes. The Good As a pretty mature technology, there are a lot of libraries that people have created for XNA game programming. This is wonderful. I love using stuff that other people have made and provided for free. I'll even modify my own game design vision if I can find free tools that are cool enough to lead me in another direction. When I first started playing around, I tried to implement Andy Shatz's lighting algorithm , with only moderate success. I was never really able to able to get it working 100% (my own fault). I soon after discovered the Krypton Lighting Engine , and immediately thought it was a better choice for my purposes. It was simple enough to conceptualize, but powerful enough to perform well and do what I wanted. My game isn't very light/shadow intensive, but it added some cool effects. I also used the Mercury Partic...