• 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
aleksnil

Xbox One dev. language and engine etc?

18 posts in this topic

Hi, Just started out learning XNA but a quick question. I read a little about the Xbox One, and they say it will be Indie friendly. But how will you write for it? Since it's confirmed xna is dead by support, and they haven't announced any new framework. How are you suppose to write games for it? Someone suggested just writing games for win8, since that most likely will support xone in some way, but what do you think are the best options?

Sit on the fence and wait for the new "xna", or another route?

MonoGame supports win8 as of now I think, does that mean that it may support xone and that we can proceed making games as of now with xna?

 

0

Share this post


Link to post
Share on other sites

As Dave said, they havent announced anything.

 

My personal bet is there will be nothing like XNA for a few years to come, we wont be able to develop for it in the same way XNA was a download and go kinda tool, they will make you pay for a dev kit and the SDK.

 

 

These are my opinions, not fact :)

0

Share this post


Link to post
Share on other sites


they will make you pay for a dev kit and the SDK.

Actually, they have said you'll be able to use your own XBone for development - no paying for a dev kit for the masses. They just haven't said what kind of tools would be available to us.

0

Share this post


Link to post
Share on other sites

Write a game for the WinRT platform as that will run on the xbox one, with the details that have leaked so far for app development it seems that it is a winrt app that you need to build for it.

 

Details on whether indies are getting access to the GameOS are as of now still unclear.

0

Share this post


Link to post
Share on other sites

As Dave said, they havent announced anything.

 

My personal bet is there will be nothing like XNA for a few years to come, we wont be able to develop for it in the same way XNA was a download and go kinda tool, they will make you pay for a dev kit and the SDK.

 

 

These are my opinions, not fact smile.png

 

At least for those who will be granted early access, it appears to be free. In fact, since not every XBox One can be run as a devkit at launch, they're giving two devkits to those who make it through the application process.

 

You're probably right that it will not be a come-one, come-all kind of experience for some time. Right now they're targetting established, capital-I Indies with a track record of making good games -- Indies of the same kind as Team Meat or Vlambeer -- Not little-i indies like your brother in his basement, or like the XNA community at large. I do honestly believe they want to move towards that, but it may not ever be as open and approachable as XNA was, even if the hurdles are technical (what might be a more-difficult programming model) rather than political.

 

They've not reveals specifics to the community at large, but people who should know have said with an exaggerated wink that if you want to make an XBox One game, writing a game for windows store would be a great place to start.

1

Share this post


Link to post
Share on other sites

look at the windows SDK, remove the "legacy" or useless API (like MFC, win32 gdi graphics, old multimedia api, etc), add winrt plus some "low" and mid-level hw api for the hUMA APU..

 

Languages? Probably C++ and C# for games (that will probably wrapped with winrt anyway), C++, C#, VB and HDML & JS for metro apps.

 

Of course add a copious royalty fee for the devkit and the license.

Edited by Alessio1989
0

Share this post


Link to post
Share on other sites

I heard Xbox One will support Unity. So there's that. 

 

Actually, its the other way around. Unity will support Xbox One as a target, but you will probably still need to get a license from Microsoft first, just like with the Xbox 360.

1

Share this post


Link to post
Share on other sites

They announced it is their goal, and that it will not be a launch feature. The tools are being distributed right now to groups who have already shipped games.  You can sign up for the queue today if you want. From their FAQ:

 

Of course, we’ll be evaluating each developer application individually on its own merits, but in the initial phase of ID@Xbox, we are looking for professional independent game developers who have a proven track record of shipping games on console, PC, mobile, or tablet. We want to ensure your success in your development effort on Xbox One. Developing and publishing a console game is not trivial!
Our longer term plan is that anyone with a retail Xbox One will be able to develop, publish, and sell their game on Xbox Live.

0

Share this post


Link to post
Share on other sites

Also recall that the XNA Creators Club, XBLIG, and the ability for lay people to create x360 games were not launch features.  

 

They were made available to a few developers after launch, and then publicly released more than a year later.

0

Share this post


Link to post
Share on other sites

[Speculation] Microsoft Kodu will probably have some kind of non-programmer-friendly iteration on the new Xbox. For us programmer-types, we'll probably have a new from-the-ground-up XNA-type API. I bet Windows 8 apps and Windows Phone 8 apps will also have some kind of semi-easy migration path for porting to the XBox One. [/Speculation]

 

0

Share this post


Link to post
Share on other sites

As everyone has said the announcement contains no technology news.

 

The early adopters who are accepted into the program get dev kits so assume that's the same C++ SDK that consoles already have.

 

Unity have announced they will support it - but no date/price. Typically console unity licenses are not cheap.

 

There's no sign of any XNA like team so all bets are off there unless its super secret.

 

There's plenty of rumor of Xbox One supporting HTML5/JS but that would be a strange limit for indie games

 

And finally we know there's a windows instance on there so its not beyond the realms of imagination that is a target too in which case Windows8/WP8 would seem like something to look at.

 

The Mono.Game guys would love to support Xbox one so if Microsoft goes the Windows 8 route then I am sure they would support that. I know they have tried to apply in the XboxOne Indie sign up and I'll be letting some folk at Microsoft know that its a good idea. There's clearly a ton of managed code desire from the community since this is now the #1 .Net request http://visualstudio.uservoice.com/forums/121579-visual-studio/suggestions/4233646-allow-net-games-on-xbox-one

 

Seems like initially its going to be a select group of indies let in - probably already proven people. The masses get let in later - again date unknown. But really Microsoft need to let people know what to start work on. If we all need to move to Unity so be it but let us know. 

Edited by The ZMan
0

Share this post


Link to post
Share on other sites

[Speculation] Microsoft Kodu will probably have some kind of non-programmer-friendly iteration on the new Xbox. For us programmer-types, we'll probably have a new from-the-ground-up XNA-type API. I bet Windows 8 apps and Windows Phone 8 apps will also have some kind of semi-easy migration path for porting to the XBox One. [/Speculation]

 

Kodu is so Xbox 360 - Xbox One is all about Spark https://joinprojectspark.com/

Edited by The ZMan
1

Share this post


Link to post
Share on other sites

So Some of you think that it might be a new XNA down the line, and other think that it will be a variant of metroapp. 

So with other words, there is no way to know what to start making games with? If you start with i.ex winRT and that is not featured with Xone, then you must start back at start? It seems to me they don't want to be indie-friendly at ALL. Just focusing for the indie companies who are currently really established.

What about the PS4, do we know anything there? 

0

Share this post


Link to post
Share on other sites


What about the PS4, do we know anything there? 

 

They are being pretty generous with dev kits to proven indies apparently but once you have the dev kit you are stuck behind an NDA

 

There's no news technology wise from them either but of course it supports C++ and Unity will be working there at some point if you have the $$$ too.

 

There's several mono.game based games been mentioned - but nobody has confirmed if the PS4 versions will be ports to C++ or if Mono.Game is running on PS4 - I am sure they too would be NDAd

0

Share this post


Link to post
Share on other sites

As Dave said, they havent announced anything.

 

My personal bet is there will be nothing like XNA for a few years to come, we wont be able to develop for it in the same way XNA was a download and go kinda tool, they will make you pay for a dev kit and the SDK.

 

 

These are my opinions, not fact smile.png

There are a lot of things like XNA that people aren't even aware of.

Edited by Solid_Spy
0

Share this post


Link to post
Share on other sites


So with other words, there is no way to know what to start making games with? If you start with i.ex winRT and that is not featured with Xone, then you must start back at start? It seems to me they don't want to be indie-friendly at ALL. Just focusing for the indie companies who are currently really established.

 

If you have a working game for some platform, you are not going back to the start when you have to port it to another platform. Microsoft has a pattern for how they've wanted developers to work on their system. Do you really think Xbox One will be that different from Windows? I'd try to focus on learning how to make games before I worry about making Xbox One games or PlayStation 4 games.

0

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