• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Vote for an XNA like API on Xbox One

2 posts in this topic

Thanks for sharing that here.


Out of curiosity, and since the kind of viewer this thread will attract, I have a question to pose to anyone who passes through.



I think XNA was a great thing, why do you think it was great? What was or wasn't great about it?


A few things to ponder:


Being based on C# is touted as simplifying in large part because of its garbage collection, but in reality you often had to manage object lifetimes carefully anyways, lest your collection activity spike and cause you to drop several frames. Was C# really as beneficial to XNA as people say, or was it the simplified, internally-consistent framework end-to-end? Docs? Samples? Something else?


If ease-of-use was on a similar level, would an XNA-ish API based on C++ be attractive to you, or is C++ too high a hurdle, or a complete non-starter?


How usable was the content pipeline? Did you ever need to extend it to support your own content types or was it mostly good as is?


What was it lacking? What does a hypothetical XNA of tomorrow look like compared to XNA as it exists today?


What drew you to XNA in the first place? Was it the ease-of-use? Docs and Samples? Xbox 360 deployment? Windows Phone? Because it was an "official" path for game dev with .Net? Maybe you were a Managed DirectX refugee?



I've been thinking a lot about this space and the refugee XNA developer base, so I'd really be interested in hearing people's thoughts.

Edited by Ravyne

Share this post

Link to post
Share on other sites

You realise that the OS running on Xbox one is just Win8 right which means it will just run .NET applications. I don't think it is likely you will get access to the full GameOS side of the Xbox One, the details that have been announced so far seem to indicate you will have use of the WinRT running on the machine.


XNA was great because it was managed code and you didn't have to write to much boilerplate code to get something rendering or simulating. I came from MDX so refugee here before I learned native DX and GL, I only touch XNA nowadays for the speed of writing code in C# as compared to C++.


Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0