Jordon McClain is the Founder and CEO of a small indie game company called Steel Cyclone Studios. Currently Jordon is teaching himself Game Art, Design and Development in his spare time. Jordon is creating a videogame built upon his in-house engine known as the Cyclone Game Engine. The Cyclone Game Engine is a 2D/ 3D game engine built upon MonoGame and the XNA Framework to help make it easier and save time creating games. The game engine is not perfect by any means. The game engine is still in its infancy stages of development which is why its not available yet to the community. The Cyclone Game Engine is primarily built to serve the needs of Steel Cyclone Studios' game projects. Once it is further developed, Jordon plans on releasing it. Jordon's ultimate aim is to make it into the videogame industry and join the greats of videogame designers. In the meantime, Jordon is trying to hone his skills and learn as much as possible.

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Jdawgg25
Jdawgg25 @ XNA 4.0 Deferred Lighting

To see more information on Catalin Zima's Deferred Rendering Sample, check out his blog post here: Catalinzima.com

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Jdawgg25
Jdawgg25 @ JigLibX 4.0

To see improvements and changes I have made to the JigLibX physics engine that you can make as well, check out my blog posts here: Jordonmd.blogspot.com

If you have any improvements you would like to share, please comment here and or on my blog posts. Thanks and happy coding! :-D

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Jdawgg25
Jdawgg25 @ XNA

I have uploaded some open-source XNA 4.0 projects on my downloads page here: Indiedb.com

I will be uploading more projects there later over time. Happy Coding :-D

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Jdawgg25
Jdawgg25 @ Bonser

Thank your for following my game engine!! Feel free to browse my engine blog at Jordonmd.blogspot.com If you like what I do, please help support Steel Cyclone Studios by subscribing to my social media.

Facebook: Facebook.com

Twitter: Twitter.com

YouTube: Youtube.com

I am self-taught and currently work on everything entirely on my own in my spare time. Again, thank you and I greatly appreciate your support.

Jordon McClain

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Jdawgg25
Jdawgg25 @ millenniatrishadow

Thank your for following my game engine!! Feel free to browse my engine blog at Jordonmd.blogspot.com If you like what I do, please help support Steel Cyclone Studios by subscribing to my social media.

Facebook: Facebook.com

Twitter: Twitter.com

YouTube: Youtube.com

I am self-taught and currently work on everything entirely on my own in my spare time. Again, thank you and I greatly appreciate your support.

Jordon McClain

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Jdawgg25
Jdawgg25 @ DaRkHeAd

Thank your for following my game engine!! Feel free to browse my engine blog at Jordonmd.blogspot.com If you like what I do, please help support Steel Cyclone Studios by subscribing to my social media.

Facebook: Facebook.com

Twitter: Twitter.com

YouTube: Youtube.com

I am self-taught and currently work on everything entirely on my own in my spare time. Again, thank you and I greatly appreciate your support.

Jordon McClain

Good karma+1 vote
Jdawgg25
Jdawgg25 @ SinisterExaggerator

Thank your for following my game engine!! Feel free to browse my engine blog at Jordonmd.blogspot.com If you like what I do, please help support Steel Cyclone Studios by subscribing to my social media.

Facebook: Facebook.com

Twitter: Twitter.com

YouTube: Youtube.com

I am self-taught and currently work on everything entirely on my own in my spare time. Again, thank you and I greatly appreciate your support.

Jordon McClain

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Jdawgg25
Jdawgg25 @ New Textures

Aim-Down-Sights is working for the most part but the animation for it needs more work. As of right now, it is a program animation and it gets off-centered while moving. Later Aim-Down-Sights will be animated. For now, its a "cheap" zooming effect I created by simply changing the Field-Of-View member of the camera's view frustum. This is usually set to around 45-60 degrees. I played around with this some until I got the effect I wanted.
I was aiming in this screenshot to show off the texture quality.

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Jdawgg25
Jdawgg25 @ Cyclone Game Engine

The character marine model in this screenshot above was created by Carlos Augusto of Floatbox Studios. It was originally used for a demo at the SBGames 2007 Independent Games Festival under the XNA category and contributed to coming in third place. It was used for the book published in 2008 "Beginning XNA 2.0 Game Programming". The spider beast model to the left is a free 3D model you can use in your game projects which can be found at: Psionic3d.co.uk I modeled the concept custom monster truck rover to the right.

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Jdawgg25
Jdawgg25 @ Would Micro-transactions ruin Destiny?

Check out my blog post here on ideas I brainstormed in which Destiny could be improved. Also, if you have any thoughts or ideas in which Destiny can be improved, please comment on my blog post at the following link: Adeeperlookatvideogames.blogspot.com

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Jdawgg25
Jdawgg25 @ More Xbox One Dev Kit Tools & Middleware Support

Finally! MonoGame is coming to Xbox One. MonoGame implements XNA 4.0 and allows developers to port their games to other platforms besides the default platforms supported already by the XNA 4.0 Framework. See my blog post here:
Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ What Textures Look Like As of Now

Check out my blog for more info: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ What Textures Look Like As of Now

Check out my blog for more information: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ What Textures Look Like As of Now

Here is a link to my blog post: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ Engine WIP

Here is a link to my blog post: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ Working on Texturing and adding Physics

Here is a link to my blog post: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ New Textures

Here is a link to my blog post: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ New Textures

Here is a link to my blog post: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ More Blood Splatter Test Screenshots

After capturing the footage of the blood splatter effect in the image above, I have decided that this specific blood splatter effect will primarily be used for head shots. I have a new blood splatter effect working.

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Jdawgg25
Jdawgg25 @ Interstellar Marines

The 4 Operatives
There are four playable interstellar marine characters. Each one has their own unique appearance, personality, background and special gadget(s).

Weapon and Gadget Ideas
-Cryo Gun: Freeze your enemies

-Flamethrower: a weapon that projects a long stream of fire to burn enemies

-Sentry Turrets: What if players could deploy mini sentry turrets to help by them time

-EMP Grenade: This grenade could disrupt and stun enemy robots and distort player's HUDs as well as their communication. This grenade could disable robots for a brief period of time.

-A Hacking Device: What if one of the players had a tool which allows them to hack into an enemy robot biped mech that's partially damage and have the mech become their team's ally? This would be intense because the mech is down only for a brief period and players hacking into them have to be quick.

-Medic Buff: A medic could buff their teammates health but only so few times. They can run out and result to finding health in the environments. This could add a little be of a survival element to the game.

Voice Proximity
In coop, you can stress the importance of communication. An idea I have to make the game more challenging is if the player dies, they can no longer be heard via-voice by their team-mates until they re-spawn. Communication with other players can be a key factor to successfully completing missions.

Mission Objective Ideas

Extraction: Rescue randomly spawned characters and bring them to a safe location or an escape pod or ship.

Gameplay Ideas

Drag Wounded Teammates:
On your Boxart, you have an image of an interstellar marine dragging his injured teammate while they are shooting. What if players could do this in-game? If a player is down, their teammate can drag them and both players can shoot from the hip. Being able to drag downed teammates would be cool. When a teammate is down and not in cover, players could have a choice to either let him bleed or run to their aid. Getting players back up takes time. Dragging their ragdolls back to cover and than helping them out would be pretty cool. If the player is not too badly hurt, allowing wounded players to crawl to cover would be cool. If their legs have taken too much damage for instance, to make the game more challenging, teammates could be exposed to incoming fire to risk dragging a them. Players would have to sort of gamble and take risk. Health could be very limited so this also could add a little more challenge to the game.

If anyone has any other thoughts they'd like to add, please comment and share.

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Jdawgg25
Jdawgg25 @ Interstellar Marines

I have been following this game for a long time now and I feel like it has strayed away from its initial focus. Will players be seeing any cooperative missions with the mutated "alien-like" Tiger Sharks? What if up to 4 interstellar marines players could work together and help each other stay alive through missions. Take the game back to its roots!

Watch this!: Youtube.com

"In the wake of progress, lies dangers waiting to emerge... and a new breed of soldiers to evolve."
-- Show players in-game how the interstellar marines program came about and have them play through it. Have players play through the training to become an interstellar marine.

"Operation Black-Thorn?"
--What is this operation?

"On a routine mission, the simple objective... turns into mission impossible. And the destiny of 4 operatives, is changed forever."
-- Tell the story of these 4 operatives and let the players choose which character they want to play as prior to the start of the game. What if the characters talk to each other as players work together, telling the game's story?

Allow players to find clues like audio/ video logs, notes and other ways to help explain the downfall of this experiment gone horribly wrong. What if the 4 operatives players control had their own gadgets to give the game more depth and playability for missions besides two firearms with suppressors. After all, they are a new breed of soldiers.

These are just some things to consider to add more content for players to experience. I understand you all have faced many development challenges and its been hard funding development further. These are just minor thoughts to help assist the development of this game so that it can be made to Kim's vision and the vision we all want to see made as players. Also, have you considered being your own publisher?

Once a publisher is involved, you normally have to give up control of the game in some way unless that publisher supports you fully. Since they are the ones with the money, you could trap yourself by giving in to what they want the game to be which might not match your vision. I still have high hopes for this game. Cheers

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Jdawgg25
Jdawgg25 @ Cyclone Game Engine

Finally! It was just announced MonoGame is coming to Xbox One. MonoGame implements XNA 4.0 and allows developers to port their games to other platforms besides the default platforms supported already by the XNA 4.0 Framework. Here is a link: Twitter.com

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Jdawgg25
Jdawgg25 @ XNA

Finally! MonoGame is coming to Xbox One. MonoGame implements XNA 4.0 and allows developers to port their games to other platforms besides the default platforms supported already by the XNA 4.0 Framework. Link: Twitter.com

Also, I need to correct myself on an older post. Unity has Mono built into it, not MonoGame. So if you are eager to finish your XNA game, with some work, it is possible to import your XNA or MonoGame project into Unity. Mono is a cross-platform open source implementation of Microsoft's .NET Framework. It is based on the ECMA standards for C# and the Common Language Runtime.

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Jdawgg25
Jdawgg25 @ Steel Cyclone Studios LLC.

Finally! MonoGame is coming to Xbox One. MonoGame implements XNA 4.0 and allows developers to port their games to other platforms besides the default platforms supported already by the XNA 4.0 Framework. Link: Twitter.com

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Jdawgg25
Jdawgg25 @ What Textures Look Like As of Now

For more information, check out the following link: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ Cyclone Engine Sky-box System Upgrade

See more information at the following link: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ Lens Flare Effect 2

See more information at the following link: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ First Video

See more information by visiting the following link: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ Particle Test

See more information at: Jordonmd.blogspot.com

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Jdawgg25
Jdawgg25 @ Vehicle Physics Test 3

See more information at: Jordonmd.blogspot.com

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