Hello Again, XNA, Long Time No Code!
Sunday, February 14, 2010 at 2:31PM After finishing Diver 2, I decided to step back and think about where I wanted to go next with my game development. I still had a ton of ideas for what I thought would be interesting games, but at the time, from a platform standpoint, I was not sure which direction to go.
Originally, there were really only two options I was considering: Silverlight or Flash.
Silverlight:
I've already created 3 full games for Silverlight (Diver, Tire Storm, Diver 2), and various mini-games/demos (Water Demo, We Are Bugs, Keep Away).
I've been a Microsoft developer professionally for about 10 years, so Silverlight, Visual Studio, and C# all just fit like a glove. The development environment is a joy to work with.
The biggest downside of developing games with Silverlight is its current lack of any sort of game development ecosystem. No major game portals support it (there are some up and comers however: www.mashooo.com, www.silverarcade.com), few forums exist for Silverlight game development, and only about 50% of the potential players have it already installed on their computer. (This number is growing every day: www.riastats.com)
This all boils down to one very important thing. Right now, It's very difficult to monetize Silverlight games. Counting all my games combined, I currently bring in about 20 to 50 dollars a month. Pays for hosting, but not much else.
Flash:
I've had my eye on Flash ever since I started using Silverlight. Flash is where I want Silverlight to be. It has a massive game developer ecosystem. All major online game portals: www.Kongregate.com, www.AddictingGames.com, www.ArmorGames.com, www.NewGrounds.com, etc.., specialize in Flash games. There are micro-payment systems that can be used to sell in-game goods, there are API's for just about anything you want to do in a game (high scores, achievements, network play), advertising options are everywhere... It's just busting with game development goodness.
It also has some very nice game engines that are very enticing. One in particular, the Push Button Engine (PBE), with it's component based architecture intrigues me to no end.
So, why not go with Flash? Well, I actually did start down that road, but a couple things, very recently, drew me in a different direction... for now.
Enter XNA:
When I was just beginning to get more serious about game development the first version of XNA Game Studio was just coming out.
Needless to say, I jumped in with both feet. With the promise of being able to eventually deploy games to the XBox 360 and the fact that I could use Visual Studio and C#, how could I pass it up? At the time, I couldn’t and didn’t.
Shortly after developing and releasing the Farseer Physics Engine for XNA, Silverlight came out and Bill Reiss ported my physics engine over to it. Long story short, Silverlight intrigued me enough to eventually pull my attention away from XNA. I eventually handed the Farseer Physics Engine development and community management off to Ian Qvist (genbox) who has been doing a stellar job with it ever since.
I kind of lost touch with XNA while working on my Silverlight games. However, a few weeks ago I happened across a Gamer Bytes article discussing what some of the top XNA Indie games made in 2009. Lets just say it piqued my interest.
Now I don’t have grand delusions of making it rich developing XBox 360 Indie games, but I have some good game ideas and I think the platform has great potential…. and did I mention I get to use Visual Studio and C#?
So I’ve officially decided to jump back into XNA and develop a game or two to see how thinks shake out.
I’ve already begun work on my first XBox 360 Indie title. I’m starting out simple in order to get a feel for the platform. and developing a fleshed out version of my We Are Bugs game, which was originally an entry for a Silverlight 10k coding contest. I have some good ideas on how to expand the game.
After that, who can say, but I’d love to try and bring something like Krashlander to the platform. Will need to prototype the controls though…
Well, this has been a monster post. I’m looking forward to getting back into the XNA community. Wish me luck!
-Jeff Weber
JeffWeber |
11 Comments |
Farseer Games,
XBox 
Reader Comments (11)
Hi Jeff
Great post and good to see you start on something new. :)
As you know, I guess, you can code your games in XNA and have them run in Silverlight using SilverSprite. So really, starting on XNA, doesn't mean you will not do Silverlight games.
We are currently doing that with Little Longhorn and it's going pretty good. We build the game for Xbox, Windows and Silverlight up front, so no going back later on as we want a Silverlight version too, they go hand in hand already.
About XNA and Silverlight. XNA support Zune now also, but with some limites, my guess/hope, is that Microsoft will do something similar to SilverSprite, just in the XNA product and with the same limitations like no 3D etc. I really hope they do that, not that SilverSprite doesn't work well, it really does, it's just better if it's something official. When ScottGu were here in Denmark I asked him about this, but he couldn't talk about it he said, so that is a typical "I wouldn't say yes and I wouldn't say no" answer :P
Good luck on your new XNA adventure, keep us updated :)
//Mads
Hey Mads.
I'm using www.FlatRedBall.com, which has both XBox support and Silverlight support (via SilverSprite). I probably won't code for both at the same time. I'm going to code for XBox but keep Silverlight/Web in mind for a future port.
I really hope to see some sort of cross polination of Silverlight/WPF and XNA. I'd love to see a XAML parser in XNA and integration with Blend or something. That's be great...
Who knows what may be coming though! I sure don't.
-Jeff
Heh, sounds like you're traveling a similar path that I'm on. I had one game done in Silverlight, then moved on to Flash for a couple games. My Flash games have seen some moderate success, but actionscript is a pain to program in. I'm still dealing with strange issues with my latest game. Anyway, like you, I'm coming back to C# and have started digging into XNA. See ya in the community!
-=Pete
Funny!
The options for indie game devs are plentiful, but it can be tough to know the best direction to head. I try to follow my gut while at the same time making sure I'm going to enjoy the actual process of making my games.
That means enjoying the tools/platform.
-Jeff
Well, I stick to XNA and Silverlight at the moment. Seems like you can get pretty far with that when we talk about developing on the Microsoft stack. Who knows, the new Windows Phone 7 might be able to run XNA or Silverlight at some point. At least XNA "should" be an easy frag, as it already runs on the Zune. At least I hope so :)
But again, I/we are focusing on XNA and Silverlight. We build our own engine on XNA for this, as we are also in this project to learn stuff :) One thing that we are implementing our self, please let me know if the engine you are using can do this, but as our game need to work in both HD (1920x1080) on the Xbox and smaller resolutions in Silverlight, we needed our engine to be able to be "resolution independent". So we did, not working 100% yet, but we are getting close :)
If you have any good links about this "topic" if you like, please let me know.
Hey Jeff,
Maybe you could do an article on marketing. As you're the most succesful marketeer in town, which I know of, we - the other Silverlight Game developers - could learn a lot and help to get the snowball rolling.
Anyway, good luck with XNA, having fun is prio 1.
I've been meaning to do that for some time now, it's just that I keep working on my games instead. :-)
I'll try to put something together... not sure when though.
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My Flash games have seen some moderate success, but actionscript is a pain to program in. I'm still dealing with strange issues with my latest game. Anyway, like you, I'm coming back to C# and have started digging into XNA. See ya in the community!
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