With the overall menus in place and a solid roadmap of the development ahead of us, the second proper session of development on our latest XNA title Sentinel sees the addition of the main game screen and the player entities. I’m going to talk about some of things that we did on this day, and the differences we made between this game and Ikaroids.
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Sentinel Development Diary 2 / Getting Game on Screen
Ikaroids: Playtesting… Nearly there

Well, Ikaroids is very, very close to a final release, we’re just in that last no-man’s land known as playtesting. Which basically amounts to us, and anyone else willing to do so, playing the hell out of this game. It also means that the above screens are a little out of date, as so much has changed since!
The XNA playtesting community has been utterly invaluable. The people there have been amazingly helpful, not pulling any punches when it comes to pointing out what could be improved, little nasty bugs that slipped by us, and giving us a valuable perspective that you can sometimes lose when you’ve been working on a game for this many months.
They’ve also told us that while the game is difficult, it’s also fun to play. And this is music to our ears. So after we get over this final run of playtesting, and there’s no further issues we’re aware of, Ikaroids will be unleashed on the general public on the XBox Marketplace! We hope everyone else enjoys it as much as the great folks at the XNA playtesting community do. They’ve been a massive help, and gone a long way to keeping us focussed. Thanks a lot guys!
Sentinel Development Diary 1 / Planning, Concepts and Initial Work
This is the first proper entry in the Development Diary for our latest XNA Independent Game entitled Sentinel. Iron Star Media consists of two developers; John Wordsworth (@johnwordsworth) – a programmer and lightweight artist, and Jackson Matthews (@oliacym) – a heavyweight artist and designer. This series of blog posts will show you how we made our second game and will hopefully shed some insight into the overall procedures behind game development as well as giving some tips based on the lessons we learnt.
Today we document the first 5 hours of development with some planning, concepts and basic ground work.
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