Linked by Thom Holwerda on Wed 24th Jul 2013 21:51 UTC
Games Microsoft will allow self-publishing on the Xbox One - Every Xbox One will be a development unit. "Our vision is that every person can be a creator. That every Xbox One can be used for development. That every game and experience can take advantage of all of the features of Xbox One and Xbox LIVE. This means self-publishing. This means Kinect, the cloud, achievements. This means great discoverability on Xbox LIVE. We'll have more details on the program and the timeline at gamescom in August." No matter how much Microsoft screwed up the initial PR around the new Xbox, this is just awesome news.
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RE[3]: XNA
by jbates on Thu 25th Jul 2013 11:47 UTC in reply to "RE[2]: XNA"
Member since:

Was it disliked? I know the publishing process isn't/wasn't great, but I really like everything else about it. C# lends itself well to game development: somewhere between Java and C++ and more really nice features neither of the other two have. And XNA provided a common base for 3rd-party game dev libraries. For example, in C++, every graphics library, physics library, etc., has its own vector types, but most libraries like that I've encountered for C# just use XNA's vector types.

If the rumors are true, PlayStation Mobile (the indie dev platform for PlayStation Vita and PlayStation-certified phones) will be available on the PS4. And since MonoGame (an open-source implementation of XNA) supports PlayStation Mobile, XNA might ironically become the platform of choice for indie PlayStation 4 developers. The PC version of Transistor, for example, is written in C#/MonoGame, and it was the poster-child for PS4 indie games at E3.

MonoGame has Windows 8 support too, so if the Xbox One indie dev platform is based on Windows 8, XNA might live on in Xbox One indie development.

Reply Parent Score: 3

RE[4]: XNA
by Nelson on Thu 25th Jul 2013 11:59 in reply to "RE[3]: XNA"
Nelson Member since:

The Content Pipeline was a mess, Effects were a mess for a long time, it was stuck with DX9 for its entire life, used a bastardized version of VS, was,extremely limited on the 360 especially networking. And the entire networking match making stack was a pile of garbage. That's before XLIG or the haphhazard creators club submission process.

XNA is nice because no better alternative exists, but its far from ideal or forward facing. The problem I see hamstringing MonoGame (and it is a great effort) is maintaining API compatibility with a defunct platform is a brain dead choice.

MonoGame succeeds because there is a void, that's it. I do think Microsoft needs a competent managed API for games though and hopefully they're working on one.

Reply Parent Score: 3

RE[4]: XNA
by moondevil on Thu 25th Jul 2013 19:46 in reply to "RE[3]: XNA"
moondevil Member since:

I hope they improve the not so stellar performance their compiler current has, just by browsing the workarounds listed at their forums.

Reply Parent Score: 2