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Ardor 
The Ardor project is around 9 years old. I started it with my best friend Wayne Kelley after I graduated from High School. We were deeply inspired by Squaresoft's "Golden Era", and we wanted to make the epic RPG to end all epic RPGs. We split the cost of Xenogears Perfect Works, a 200 page tome written in Japanese - that's how into RPG's we were. We plotted characters, story points, magic systems, mythologies, religions - real hard core world building. It was my first foray into game design of any kind.
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Metroid Lightspeed 
Metroid Lightspeed was my second foray into XNA. I learned a lot about game development from Ardor, including the value of backing up your code. My most obvious lesson, though, was "don't try to make a huge, complex game first." Often the axiom for beginning designers/programmers is to "make Tetris". Well, I knew I could make Tetris. Actually doing so seemed like it would reinforce what I knew, but it wouldn't teach me much.
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