XNA Studio Interview
GamingNexus writes "GamingNexus is running an interview with Chris Satchell from Microsoft on their upcoming XNA Studio developer suite for game developers. It talks about the differences between the XNA Studio and the upcoming version of Visual Studio 2005 (which it's based on) as well as how it will support all phases of the gaming development lifecycle (including artists and project managers."
I hate marketing jackasses. A few choice quotes:
...and allows programmers to leverage the skills...
...development processes and will ship with process support for Agile Software Development.
...integrated pipeline to streamline data and content
XNA Studio will speed development time and decrease development costs by delivering an advanced build framework and a suite on integrated tools to solve common production challenges.
Our focus with XNA studio is to deliver the incredible productivity and collaboration services...
What a jackass.
I'm asking because it sounds like one long marketing speech...
No sig for now.
Every time XNA studio is discussed, they mention how it's going to incorporate asset management and project tracking utilities. Annoyingly, they're often short on details as far as what exactly this entails.
As a programmer, one of the difficulties I've regularly faced is finding the art resources I need to complete my tasks. At some point, the art and programming schedules split, and each group ends up shuffling scheduled tasks in order to deal with unforeseen problems, last minute demos and all the usual fun. What frequently happens when I get a task requiring art assets, is that I need start running around the building on the asset chase:
a) Find the lead programmer/programming manager to find where the assets should be.
b) If the asset location is not known, find the lead artist/art manager and see if they know where the asset is, if it's been completed yet according to the art schedule, and which artist is responsible for creating that asset.
c) Find the artist responsible to find where the asset is located, or the current status if they're still working on it.
It seems to me that there is potential for a centralised schedule and asset tracking system, so that I can immediately check for a programming task what resources (art, audio and/or design) that task depends on, who is scheduled to create those resources and the current status. This works both ways, too - an artist may be waiting for a particular software component to be written before they can see how a bitmap or mesh looks using that component. I've regularly heard complaints along the lines of "I started doing x two months ago, but I needed y to finish; no-one told me y was completed five weeks ago".
I'm interested to see if this is the sort of thing that XNA studio will provide, or if there's still a niche open. Or does anyone have a similar system already in use?
Undoubtedly, this studio will be running windows only libraries, IE Direct X or whatever it's called these days. This is daft in this day and age as there are fantastic crossplatform libraries that enable you to target multiple platforms. I recently bought "Darwinia" (which is an absolutely fantastic game!) and noticed that they had done a linux version. The installer asked for the game CD and off we went! I checked the libraries and they used SDL, vorbis, PNG and a few others.
I doubt it. Microsoft is creating several levels (or even sub-levrls) of MSDN subscriptions now that are geared toward your role. No longer will you have complete and full access to all of their products. You will only have access to products that fullfill your role (or the role for which you paid).
What that means is that I am assuming that there will be a MSDN Universal Game Developer license that will include XNA Studio but the MSDN Universal Software Architect will probably not.
I can dig up a link of you really want me to that provides evidence towards their different levels.
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