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	<title>Sick Kreations</title>
	<atom:link href="http://sickkreations.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://sickkreations.com</link>
	<description>Indie Game Studio</description>
	<lastBuildDate>Mon, 29 Apr 2013 15:34:38 +0000</lastBuildDate>
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		<title>The Best $1 Shooter Ever Made, out THIS APRIL!</title>
		<link>http://sickkreations.com/the-best-1-shooter-ever-made/</link>
		<comments>http://sickkreations.com/the-best-1-shooter-ever-made/#comments</comments>
		<pubDate>Wed, 10 Apr 2013 22:02:25 +0000</pubDate>
		<dc:creator>JConelea</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://sickkreations.com/?p=730</guid>
		<description><![CDATA[Sick Kreations, the creators of Nuclear Wasteland and End of Days, brings you the most polished and unique first person shooter experience; for 1 dollar! In this action packed game you are a Roman in ancient Rome; who learns how to operate high tech Alien Weaponry, and fights against the Alien occupation. The art, technology [...]]]></description>
				<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/52h3nVs2p-U" frameborder="0" allowfullscreen></iframe></p>
<p>Sick Kreations, the creators of Nuclear Wasteland and End of Days, brings you the most polished and unique first person shooter experience; for 1 dollar! In this action packed game you are a Roman in ancient Rome; who learns how to operate high tech Alien Weaponry, and fights against the Alien occupation. The art, technology and gameplay inside AVR is comparable to mainstream next generation 360 games. The gameplay is quick, balanced and extremely fun; not to mention the completely original and fun weaponry! This is a MUST have, the &#8220;Sistine Chapel&#8221; of Sick Kreations productions!</p>
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		<slash:comments>8</slash:comments>
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		<title>MULTIGAMEFREAKZ play End of Days:Survivors</title>
		<link>http://sickkreations.com/multigamefreakz-play-end-of-dayssurvivors/</link>
		<comments>http://sickkreations.com/multigamefreakz-play-end-of-dayssurvivors/#comments</comments>
		<pubDate>Sat, 02 Mar 2013 18:06:47 +0000</pubDate>
		<dc:creator>Ruben</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://sickkreations.com/?p=711</guid>
		<description><![CDATA[MULTIGAMEFREAKZ contacted us about permission to post gameplay of Survivor which we gratefully said YES! The Youtube video is now posted and it looks awesome! From the introduction to the end, this guy has talent. His opening animation, commentary and end animation is great. Youtube videos allow us to hear the reaction that players have [...]]]></description>
				<content:encoded><![CDATA[<p>MULTIGAMEFREAKZ contacted us about permission to post gameplay of Survivor which we gratefully said YES! The Youtube video is now posted and it looks awesome! From the introduction to the end, this guy has talent. His opening animation, commentary and end animation is great. Youtube videos allow us to hear the reaction that players have when playing our games and that is something we enjoy. I would highly recommend everyone to watch the video and then subscribe to his channel. Make sure to leave your comments on the video while you are there. You can view the video by clicking <a href="http://www.youtube.com/watch?v=f9hQ5dN5tzA&#038;feature=share&#038;list=UU3mmK0i33pKS6EX6Y9fEAWw"><strong>here&#8230;</strong></a></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Aliens Vs Romans, Release Trailer!</title>
		<link>http://sickkreations.com/aliens-vs-romans-release-trailer-2/</link>
		<comments>http://sickkreations.com/aliens-vs-romans-release-trailer-2/#comments</comments>
		<pubDate>Mon, 28 Jan 2013 17:34:38 +0000</pubDate>
		<dc:creator>JConelea</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://sickkreations.com/?p=696</guid>
		<description><![CDATA[Hey Everyone, here&#8217;s the new Aliens Vs Romans Release Trailer! This game is currently in XNA playtest, and will be in Peer Review and on the Indie Marketplace very soon! Change the video quality on the Youtube Video to 720P or 1080P to see the game in its full glory!]]></description>
				<content:encoded><![CDATA[<p>Hey Everyone, here&#8217;s the new Aliens Vs Romans Release Trailer! This game is currently in XNA playtest, and will be in Peer Review and on the Indie Marketplace very soon! Change the video quality on the Youtube Video to 720P or 1080P to see the game in its full glory! <img src='http://sickkreations.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/MyvIoi6OB2U?rel=0" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<slash:comments>10</slash:comments>
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		<title>Aliens Vs Romans in Playtest!</title>
		<link>http://sickkreations.com/aliens-vs-romans-in-playtest/</link>
		<comments>http://sickkreations.com/aliens-vs-romans-in-playtest/#comments</comments>
		<pubDate>Tue, 15 Jan 2013 22:32:07 +0000</pubDate>
		<dc:creator>JConelea</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://sickkreations.com/?p=664</guid>
		<description><![CDATA[We are proud to announce that Aliens Vs Romans is currently in Xbox Playtest. After some solid play-testing, and tweaks here and there, this game will hit the XBOX Indie Marketplace very soon!]]></description>
				<content:encoded><![CDATA[<p><a href="http://sickkreations.com/aliens-vs-romans-in-playtest/avr/" rel="attachment wp-att-665"><img src="http://sickkreations.com/wp-content/uploads/2013/01/avr-250x300.jpg" alt="avr" width="250" height="300" class="aligncenter size-medium wp-image-665" /></a></p>
<p>We are proud to announce that Aliens Vs Romans is currently in Xbox Playtest. After some solid play-testing, and tweaks here and there, this game will hit the XBOX Indie Marketplace very soon!</p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
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		<item>
		<title>C# Port of Recast/Detour Navigation Mesh</title>
		<link>http://sickkreations.com/c-port-of-recastdetour-navigation-mesh/</link>
		<comments>http://sickkreations.com/c-port-of-recastdetour-navigation-mesh/#comments</comments>
		<pubDate>Fri, 21 Dec 2012 10:36:17 +0000</pubDate>
		<dc:creator>sickadmin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://sickkreations.com/?p=581</guid>
		<description><![CDATA[I&#8217;m releasing Sick Kreations C# port of &#8216;Recast/Detour by Mikko Mononen&#8217; and hope it helps others solve complex AI path finding. Recast/Detour tool with End of Days:Survivor level loaded and the navigation mesh generated Here&#8217;s is a link to Recast and Detour 1.21 by Mikko Mononen on his &#8216;Digesting Duck&#8217; blog, here. Here&#8217;s is the modified project [...]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;m releasing Sick Kreations C# port of &#8216;Recast/Detour by Mikko Mononen&#8217;<span style="color: #808080;"> and hope it helps others solve complex AI path finding.</span><br />
<strong>Recast/Detour tool with End of Days:Survivor level loaded and the navigation mesh generated</strong><br />
<a href="http://sickkreations.com/c-port-of-recastdetour-navigation-mesh/navigationmesh-2/" rel="attachment wp-att-657"><img class="wp-image-657 alignnone" alt="navigationmesh" src="http://sickkreations.com/wp-content/uploads/2012/12/navigationmesh1.png" width="896" height="504" /></a></p>
<p>Here&#8217;s is a link to Recast and Detour 1.21 by Mikko Mononen on his &#8216;Digesting Duck&#8217; blog<span style="color: #ffff00;">, <strong><a href="http://digestingduck.blogspot.com/2009/06/recast-and-detour-121.html"><span style="color: #ffff00;">here</span></a>.</strong></span><br />
Here&#8217;s is the modified project we use to export the navigation mesh in a format compatible with Xbox360 Big Endian,<a href="http://sickkreations.com/wp-content/uploads/2013/03/Recast-Detour-Project.rar"> <span style="color: #ffff00;"><strong><span style="color: #ffff00;">Download</span>.</strong></span></a><br />
<span style="color: #000000;"><span style="color: #808080;">Here is the files  to add to your game for run time loading and getting routes,</span> <strong><span style="color: #ffff00;"><a href="http://sickkreations.com/wp-content/uploads/2013/03/Detour.rar"><span style="color: #ffff00;">Download</span></a>.</span></strong></span></p>
<p><strong>To compile the Recast/Detour navigation mesh generation tool:</strong><br />
I downloaded C++ 2010 Express to build the Recast/Detour project, you can get it free from Microsoft.<br />
After unzipping &#8216;Recast Detour Project&#8217; you should find the solution file at &#8217;..RecastDemo\Build\VC9\Recast.sln&#8217;.<br />
You&#8217;ll probably have to set the include, source and library paths for your build.</p>
<p>In addition to that you&#8217;ll have to set &#8216;Additional Library Directories&#8217; in the C++ Express environment to point to were you downloaded and unzipped the Recast/Detour files from  Mikko Mononen&#8217;s blog.</p>
<p><em>example:</em><br />
..\Recast\Recast-1.4\SDL-1.2.15\lib\x86<br />
..\..\Contrib\SDL\lib<strong> </strong></p>
<p><strong>To load a navigation mesh in game:</strong><br />
dtStatNavMesh NavigationMesh = new dtStatNavMesh();<br />
NavigationMesh.LoadNavigationMesh( AssetDirectory + NavigationMeshName + &#8221;NavMeshXbox360&#8243;);</p>
<p><strong>To get a route in game:</strong><br />
int NavMeshStart = 0;<br />
int NavMeshCount = NavigationMesh.GetPath(ref Vector3 Start, ref Vector3 End, ushort[] routePolys, Vector3[] NavMeshRoute, true);</p>
<p><strong><span style="font-family: Consolas; font-size: small;"><span style="font-family: Consolas; font-size: small;">To walk through the route:</span></span></strong><br />
while (NavMeshStart &lt; NavMeshCount)<br />
{ Vector3 RouteNode = NavMeshRoute[NavMeshStart++]; }</p>
<p>My implementation of Recast/Detour was quick and dirty and there is room to optimize the code, the first place to look for optimizing would be the file <em>&#8216;</em><em>DetourNode.cs&#8217;</em>.</p>
<p>If I left out any files from the End Game Engine that are referenced please leave a commit and I&#8217;ll get those included asap.<br />
Mikko Mononen stuff works flawlessly for our engine and we are grateful to him for sharing his navigation mesh code. All the original code is by Mikko Mononen and I have clearly marked my changes, please do the same with the code when you get it.</p>
<p>Kevin.</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<title>Aliens Vs Romans Official Developers Teaser!</title>
		<link>http://sickkreations.com/aliens-vs-romans-official-developers-teaser/</link>
		<comments>http://sickkreations.com/aliens-vs-romans-official-developers-teaser/#comments</comments>
		<pubDate>Sun, 18 Nov 2012 05:29:45 +0000</pubDate>
		<dc:creator>JConelea</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://sickkreations.com/?p=575</guid>
		<description><![CDATA[Please enjoy our new teaser trailer for our new Indie Game! Coming very very soon.]]></description>
				<content:encoded><![CDATA[<p>Please enjoy our new teaser trailer for our new Indie Game! Coming very very soon. <img src='http://sickkreations.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/uCu6qR5TO8Q" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
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		<title>Aliens Vs Romans Teaser</title>
		<link>http://sickkreations.com/teaser-2/</link>
		<comments>http://sickkreations.com/teaser-2/#comments</comments>
		<pubDate>Tue, 21 Aug 2012 22:45:05 +0000</pubDate>
		<dc:creator>JConelea</dc:creator>
				<category><![CDATA[Aliens Vs Romans]]></category>

		<guid isPermaLink="false">http://sickkreations.com/?p=548</guid>
		<description><![CDATA[Check out the Aliens Vs Romans Teaser! Trailer coming soon!]]></description>
				<content:encoded><![CDATA[<p>Check out the Aliens Vs Romans Teaser! Trailer coming soon!</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/9YEStqpCHw8" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
			<wfw:commentRss>http://sickkreations.com/teaser-2/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
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		<title>Sick Kreation&#8217;s End Game Engine&#8230;</title>
		<link>http://sickkreations.com/sick-kreations-end-game-engine/</link>
		<comments>http://sickkreations.com/sick-kreations-end-game-engine/#comments</comments>
		<pubDate>Tue, 14 Aug 2012 19:00:00 +0000</pubDate>
		<dc:creator>Ruben</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://sickkreations.com/?p=491</guid>
		<description><![CDATA[Hello Everyone, my name is Kevin and I am the programmer and founder of Sick Kreations Studios. I want to take a moment and describe the current state of our game engine for anyone that is interested. The End Game Engine has evolved a lot since the release of KGB in January of 2010. It [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://sickkreations.com/sick-kreations-end-game-engine/2d_logo_b_large-2/" rel="attachment wp-att-495"><img class="aligncenter size-medium wp-image-495" title="2d_logo_b_large" src="http://sickkreations.com/wp-content/uploads/2d_logo_b_large1-300x129.jpg" alt="" width="300" height="129" /></a></p>
<p>Hello Everyone, my name is Kevin and I am the programmer and founder of Sick Kreations Studios.<br />
I want to take a moment and describe the current state of our game engine for anyone that is interested.<br />
The <strong>End Game Engine </strong>has evolved a lot since the release of KGB in January of 2010. It is built on XNA and the core of the engine is completely propietary C# code. Here is a quick overview of the engine.</p>
<p><strong>Core</strong><br />
Multi-Threaded, running three threads each on their own core on the Xbox 360, separating the &#8216;Update&#8217;, &#8216;Physics&#8217; and &#8216;Draw&#8217; task. This allows the <strong>End Game Engine</strong> to utilize the full power of the Xbox 360 PowerPC and achieve frame rates of 60 frames a second while rendering geometry consisting of hundreds of thousands of vertices&#8217;s and hundreds of textures such as the <strong>End Of Days</strong> Level.</p>
<p><strong>Rendering</strong><br />
Fully deferred rendering at 1280 x 720 HD resolution<br />
Gamma correction on textures for accurate linear lighting<br />
Deferred lighting supports one directional and hundreds of point lights<br />
Baked lighting exported from authoring tools to get highest quality<br />
Dynamic shadow mapping used for FPS player hands and weapons.<br />
Post processing Bloom, Blur and HDR</p>
<p><strong>Collision</strong><br />
Triangle level collision for ray cast at the highest level of detail of the render-able geometry and low polygon mesh collision for FPS character movement in levels. Triggers for running events and moving FPS character on objects such as ladders</p>
<p><strong>Shader</strong><br />
Every render-able model can have Diffuse, Normal , Specular, Emissivity, Reflection and Alpha Blending maps applied</p>
<p><strong>Audio</strong><br />
All sound is authored in XACT3</p>
<p><strong>Optimization</strong><br />
If you are familiar with XNA and C# then you know that a big caveat with frame rate and smooth performance is the Garbage Collector. While developing KGB:Episode One, I found that I was going to have to abandon elegant program code for a mass of ugly public and static variables to avoid garbage collecting hic-cups. The single biggest fix for this was in the &#8220;Skinned Model&#8221; sample from the XNA tool set. My animation code is based on that example and moving all the base &#8220;classes&#8221; to &#8220;structures&#8221; significantly improved garbage collection performance.<br />
Another performance optimization built into the engine is vertex compression. Nuclear Wasteland 2030 was vertex bound and that is why it was released at 30 frames per second. Although the XBox360 can process hundreds of thousands of vertices blazing fast, I ran into a bottleneck in NW 2030 with grass. So immediately after NW 2030 was released I added the vertex compression and tripled the number of vertices that could be processed thus allowing for many model assets to be added to End Of Days.</p>
<p>Since releasing End Of Days I have spent time on two significantly new features; Navigation Mesh based on Recast/Detour for pathing AI and a .DLL that I wrote to support Modifiers in 3DS Max. The Recast/Detour is awesome&#8230;I wrote an export routine for the Recast demo to save the navigation mesh data in an XBox360 format for the game engine and ported the &#8220;detour&#8221; part of the code to C# to run in managed XNA. I have also added deferred lighting shaders that output HDR.<br />
Except for a few thousand other small details that I left out, the <strong>End Game Engine</strong> is running extremely fast, has a very promising future and is allowing us to quickly develop beautiful looking games that are fun to play. We currently cannot offer to sell or share the engine even though we would love to due to the fact that we do not have time to offer support for it. Hopefully in the future we will be able to share our engine with other developers.<br />
If anyone has any questions or comments regarding the <strong>End Game Engine</strong> then please do not hesitate to leave a comment and I will answer as soon as I can.<br />
~ Thanks, Kevin ~</p>
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		<slash:comments>2</slash:comments>
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		<title>Teaser!!</title>
		<link>http://sickkreations.com/teaser/</link>
		<comments>http://sickkreations.com/teaser/#comments</comments>
		<pubDate>Sat, 11 Aug 2012 17:18:20 +0000</pubDate>
		<dc:creator>Ruben</dc:creator>
				<category><![CDATA[Aliens Vs Romans]]></category>

		<guid isPermaLink="false">http://sickkreations.com/?p=485</guid>
		<description><![CDATA[Now that Rover has landed on Mars, our Art Director John Conelea has come back to us! What do the two have in common? Aliens!!! We asked John to make a teaser video for our previously unannounced project and he did an awesome job. Enjoy the video and be on the lookout for more information [...]]]></description>
				<content:encoded><![CDATA[<p>Now that Rover has landed on Mars, our Art Director John Conelea has come back to us! What do the two have in common? Aliens!!! We asked John to make a teaser video for our previously unannounced project and he did an awesome job. Enjoy the video and be on the lookout for more information regarding this upcoming exciting game! As always we welcome any comments or suggestions.<br />
<iframe width="640" height="360" src="http://www.youtube.com/embed/9YEStqpCHw8?feature=player_detailpage" frameborder="0" allowfullscreen></iframe><br />
~ Sick Kreations Team ~</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>New Update&#8230;</title>
		<link>http://sickkreations.com/new-update/</link>
		<comments>http://sickkreations.com/new-update/#comments</comments>
		<pubDate>Wed, 08 Aug 2012 02:41:23 +0000</pubDate>
		<dc:creator>Ruben</dc:creator>
				<category><![CDATA[End of Days]]></category>

		<guid isPermaLink="false">http://sickkreations.com/?p=479</guid>
		<description><![CDATA[Hello Everyone! It has been quite a long time since we last posted any new information or updates. This is for various reasons. First I want to let everyone know where we stand on fixing the remaining bugs. We spent a whole year writing code for this game wrestling with limitations to just make the [...]]]></description>
				<content:encoded><![CDATA[<p>Hello Everyone! It has been quite a long time since we last posted any new information or updates. This is for various reasons.<br />
First I want to let everyone know where we stand on fixing the remaining bugs. We spent a whole year writing code for this game wrestling with limitations to just make the End of Days game possible. We then spent an additional 3 months fixing any hidden bugs and releasing new weapons and content. We have now spent a couple extra months trying to fix some of the remaining bugs and we believe that we know how to do that however it means we have to rewrite about 15 months of code without any guarentees that it will work. We are torn between doing a whole rework of the game and giving the majority what they have asked for&#8230;SURVIVOR MODE!! There are quite a few things that I am excited about on Survivor mode that I want to share but I have to keep silent on until we are closer to releasing it which I hope will be very soon. We have split our time between End of Days Survivor and trying to fix the remaining bugs along with another new project. This new project includes our previous Art Director Jon Conelea who worked on our most successful game, Nuclear Wasteland 2030!! We are happy to have him back and we will be releasing a teaser within a week about this new project.</p>
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		<slash:comments>9</slash:comments>
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