Xna

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Xna

  1. 1. GRAVITRON ULTRA XNA
  2. 2. <ul><li>What is Gravitron Ultra? </li></ul><ul><li>Multiplayer space shooter </li></ul><ul><li>Single screen, two teams </li></ul><ul><li>Battle for Orbs </li></ul>
  3. 3. (SCREENSHOT)‏
  4. 4. <ul><li>Development </li></ul><ul><li>Less than three months, 3 people </li></ul><ul><li>Steve, Niklas, Christoffer </li></ul><ul><li>Not many bugs (pretty stable!), alright performance </li></ul>
  5. 5. <ul><li>Awards </li></ul><ul><li>Won ”Best XNA Game” in SGA07 </li></ul><ul><li>Won ”Best XNA Game” in .NET Awards </li></ul><ul><li>2 nd place in Dream, Build, Play 07 </li></ul>
  6. 6. <ul><li>Postmortem – what went right: </li></ul><ul><li>A working initial system design </li></ul><ul><ul><ul><li>Message broadcasting across subsystems made encapsulation easier (could have facilitated network multiplayer!) (Kind of Object-C-like but with subsystems instead of objects) </li></ul></ul></ul><ul><li>Prioritizing the right things (ditching network multiplayer) </li></ul><ul><li>Using XNA / C# (managed) as opposed to SDL / C++ (unmanaged) </li></ul>
  7. 7. <ul><li>Worst-case scenarios in C# would mean working instead of sleeping. </li></ul><ul><li>Worst-case scenarios in C++ could have killed the project outright </li></ul><ul><li>General protection faults can be very depressing </li></ul>
  8. 8. <ul><li>Postmortem – what went wrong: </li></ul><ul><li>Bad requirements, design not detailed enough As the deadline loomed closer program structure was abandoned in favour of ”hacking” HOWEVER, we managed to skirt disaster and finish on time </li></ul>
  9. 9. <ul><li>What is XNA? </li></ul><ul><li>Managed game development framework for Windows / Xbox 360 (and now Zune) </li></ul><ul><li>Integrates with Visual Studio </li></ul><ul><li>Provides access to graphics, input, network, etc. </li></ul><ul><li>Import assets via XNA Content Pipeline </li></ul>
  10. 10. <ul><li>XNA - PROs: </li></ul><ul><li>Working in a managed environment! </li></ul><ul><ul><li>Decreases bugs </li></ul></ul><ul><ul><li>Increases productivity </li></ul></ul><ul><ul><li>High portability (MSIL) </li></ul></ul><ul><li>Performance – provides access to GPU, HLSL support </li></ul><ul><ul><li>Garbage collection, etc. is less of a problem than some might think </li></ul></ul><ul><li>Lets you focus on developing your game – Mature and extensive library (networking, windowing, etc. at a high level of abstraction) </li></ul><ul><li>Visual C# - good IDE </li></ul>
  11. 11. <ul><li>Content pipeline – just import into Visual Studio </li></ul><ul><li>Very good documentation! (for the most part)‏ </li></ul><ul><ul><li>Examples </li></ul></ul><ul><ul><li>Best practices </li></ul></ul><ul><ul><li>Excellent support through Creators Club </li></ul></ul><ul><li>Easiest way to make and distribute(!) console games, by far </li></ul><ul><ul><li>Nothing else even comes close </li></ul></ul><ul><li>It just works! Plugging in peripherals, deploying to Xbox – no problem! </li></ul>
  12. 12. <ul><li>XNA - CONs: </li></ul><ul><li>Not as easy to deploy to users as it could be (will be adressed?) </li></ul><ul><li>Poor XBox performance (due to the XBox CLR!)‏ </li></ul><ul><ul><li>XBox is built with high compile-time optimization in mind </li></ul></ul><ul><ul><li>Abstraction starts leaking – many ”gotchas” </li></ul></ul><ul><li>XACT </li></ul><ul><ul><li>No support for MP3 or other formats (will be adressed?)‏ </li></ul></ul><ul><ul><li>” Fire and forget” sound engine, makes music games difficult to develop </li></ul></ul><ul><li>Weak support for character models and animation, could benefit from a standard format and dedicated tools (XNA is flexible, write your own content importer!) </li></ul>
  13. 13. <ul><li>Not cross-platform (No *NIX or Mac support) </li></ul>
  14. 14. <ul><li>XNA 3.0 (Beta)‏ </li></ul><ul><li>C# 3.0 support </li></ul><ul><li>Zune support </li></ul><ul><li>Community features </li></ul><ul><li>New sound API! (Music games, MP3 playback, finally?) </li></ul><ul><li>Enhanched multiplayer </li></ul><ul><li>One-click installer for Windows? (Not in Beta?)‏ </li></ul>
  15. 15. Community Games
  16. 16. <ul><li>Create your XNA game </li></ul><ul><li>Submit it to Creators Club (requires Creators Club membership) </li></ul><ul><li>Your game gets reviewed by peers – filters out illegal or inappropriate content and ”broken” games </li></ul><ul><li>Your game goes on sale on the XBLA Marketplace! </li></ul>
  17. 17. <ul><li>Revenue is split 70/30 between developer / Microsoft (not yet confirmed) </li></ul><ul><li>No restrictions on who can develop </li></ul><ul><ul><li>No expensive devkits </li></ul></ul><ul><ul><li>No licenses </li></ul></ul><ul><ul><li>No publishers </li></ul></ul><ul><li>Nothing quite like it </li></ul><ul><ul><li>Online distribution portals (Steam, Gamer's Gate, etc.) are essentially just publishers willing to take risks </li></ul></ul><ul><ul><li>The closest is probably Apple's App Store, but it is heavily moderated by Apple </li></ul></ul><ul><li>Community approval process – some level of quality control without expensive QA costs </li></ul>

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