Knowing this I knew that I had to scale back and start with something small. My first idea was to make a breakout clone that had a small story tacked on to the gameplay. The reason behind this choice was to be able to stay motivated and finish the game with a degree of polish. I never started on the coding of the project because I had told myself that I would start as soon as I knew I'd have the time to invest in it but most of the sprites had been drawn.

All his artwork was placeholder art taken from various online sources. I figured that since the project had a simple enough scope we'd be able to finish it.

The project uses XNA 2.0 and C# for development. All graphics were made in Photoshop Elements 4.0 in a 32x32 pixel grid to achieve the SNES-era look. We have already invested a large amount of time into it and reached an important milestone at the beginning of the week:
- Tile engine that picks random tiles from a specific set to avoid the "grid" look.
- Placeable walls that link up together when placed one next to the other.
- Placeable turrets that look in a specific direction and will only fire once an enemy enters its perimeter.
- Monster generation with layered sprites which allows us to make breakable parts.
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