[BIZ] Finalmente i VG usciranno ancora dai garage...

Aperto da .:|Physalis|:., 14 Agosto, 2006, 08:54:47

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.:|Physalis|:.

Finalmente... finalmente... finalmente...

Chi ha tempo, voglia e capacità potrà iniziare a fare qualcosa di serio con tool adeguati.


LINK

Turrican3

Interessante (ed economica) alternativa agli inarrivabili kit di sviluppo commerciali. :thumbup:

Rimango però sempre perplesso sulla possibilità di realizzare qualcosa di realmente valido senza competenze e soprattutto risorse umane proporzionali alla complessità sempre crescente di queste nextgen.

.:|Physalis|:.


Will Xbox 360 XNA succeed where Sony failed?


When Microsoft allows would-be developers to develop Xbox 360 games from their own homes, it won't be the first time a major console company has opened up its hardware to consumer coders. In 1997, Sony released the Net Yaroze, a system of coding tools that allowed consumers to develop for the original PlayStation.

Rougly translating to "let's work together" in Japanese, the Net Yaroze was available directly from Sony for $750 in the U.S. (European and Japanese versions were also available). Games were coded on the PC or Mac, and could be transferred to a special Black region-free PlayStation for play, or distributed on the Internet for use by other Net Yaroze users. The goal, according to Sony's Phil Harrison, was to "go back to the golden age of video game development, which was at home, on your own or with a couple of friends, designing a game yourself."

The system's impact was severely limited, though. While some Net Yaroze demos were made available through PlayStation Underground and Official PlayStation Magazine demo discs, none of the Net Yaroze games were able to break out into wider distribution on their own. [Update 1: Apparently one game, Devil Dice, did make the jump from Net Yaroze to wider development. Thanks Coollead]

Keep reading for more about Net Yaroze's failure and what Microsoft can do to avoid the same fate.

Why did the Yaroze fail? Exclusivity was part of the problem. While the system technically let anyone with a computer and a few hundred dollars develop for the PlayStation, the games were only playable by a few thousand other Net Yaroze users. To get a game out to the millions of PlayStation users worldwide, a Net Yaroze programmer still had to go through the established gauntlet of publishers and retailers. This made it hard for the small, quirky games developed on the system to gain a following.

The system was also hampered by technical problems. Games for the Net Yaroze had to be squeezed onto the PlayStation's internal RAM, meaning they couldn't be much larger than a few megabytes in size. It was still possible to make very impressive games within this constraint -- the original Ridge Racer is run completely from the RAM, for instance -- but creating expansive games with detailed art or vast levels was tough. The Net Yaroze also reportedly lacked some of the more advanced hardware and software features of a full development kit.

What can Microsoft learn from all of this? The first lesson is to make the system as accessible as possible. Microsoft has indicated a vision for a "community arcade" where developers can "share this stuff with people online, potentially sell it in time to people online," but it's not yet clear how this system will manifest itself. Anyone with Xbox Live should have access to anything created by XNA developers, without additional hardware or subscription fees. If Microsoft puts up too many walls to distribution, it could prevent a hot game from finding its niche and breaking out into the mainstream..

Another lesson is to give XNA developers some form of support structure for their projects. Net Yaroze users could collaborate on a Sony-supported web site, sharing tips and routines and working together on problems. Microsoft's "creators club" will offer a similar environment for XNA coders to develop and thrive. They should make sure this club has full support and information from Microsoft engineers to make it invaluable to XNA coders.

Given Sony's history with Net Yaroze, could a similar system for the PS3 be in the works? Sony has hinted that homebrew Linux coding will be allowed on the system, it remains to be seen if this sort of development will be encouraged or merely tolerated. Nintendo has also hinted at support for indie developers on its virtual console, though how these games would be presented next to Nintendo's massive library of classics remains to be seen. Overall, though, it seems the environment for independent development on consoles has never been so open and potentially fruitful.

.:|Physalis|:.


How Sharing Your 360 Games Will Work
It'll cost you, and it's not as easy as logging into XBL.


Following this morning's announcement of XNA Game Studio Express, which will allow anyone to develop Windows and Xbox 360-targeted game releases for free using Microsoft's provided software, left a number of questions open, Microsoft tackled questions facing the program via an extensive FAQ, and while Luke targeted several of these in his article, now we have a bit more to go on.

You cannot simply develop an Xbox 360 game and upload it to Xbox Live. Microsoft might be aiming for a YouTube-like service (or GameVideos, for that matter), but it's not that user friendly. The FAQ mentions that other users will need to be on Xbox Live and simultaneously be subscribed to the XNA Creators Club, which costs $99 a year or $49 for 4 months. You will, however, be free to share with other PC users at no cost.

That's not to say Microsoft won't eventually work with users to feature the best user-created games on Xbox Live, but so far, it's a pretty big catch for the casual user. Once you've subscribed to the XNA Creators Club, you need to then download the XNA Framework software for Xbox 360 and XNA Game Studio Express before downloading the source code and content assets, which the user must them compile by themselves before they can play the game on their Xbox 360.

And contrary to what Luke mentioned in the original article, XNA Game Studio Express games cannot be transferred via memory card "at this time," and the intent is for games development only, though that could also change depending on user feedback. Could this be the type of homebrew environment Bill Gates envisioned for his Xbox community 1UP reported on a few weeks back? Very possibly.

For the moment, Microsoft seems to be opening the door to independent developers without creating a floodgate-scenario and potentially damaging Xbox Live's security. Here's to hoping they make the process a little easier on the casual user, though -- Xbox Live subscriptions combined with microtransactions are pricey enough on their own.

.:|Physalis|:.


Update:

XNA Gets Torqued Up

One SDK announcement apparently deserves another. GarageGames announced that they are totally throwing their support behind XNA with Torque X. This takes the Torque Game Engine and ports it and all of its features over to Microsoft's new game development platform. Details inside...

Today, Microsoft made a major announcement about the development platform XNA in the form of XNA Game Studio Express. Corresponding with that, GarageGames announced the impending release of Torque X, which takes the Torque Game Engine tools and technology and incorporates them into XNA.

"Today, Microsoft is taking a revolutionary step forward in enabling hobbyists and students to create games in the next generation console space," said GarageGames President Mark Frohnmayer. "We could not be happier that XNA Game Studio Express and our tools can connect to provide the quickest and easiest solution for anyone with the creativity and drive to make games to bring them to Windows and the Xbox 360."

The Torque game development tools are already used by many indie game developers. Now, with the next version of GarageGames' Torque technology, C# enabled to run on the XNA platform, it will be easy for starting developers to make games for both the PC and Xbox 360 platforms. Torque X will support many of the features of the Torque Game Engine, a shader generation system and the Torque Game Builder editors for the 2D and 3D game engine.

"We recognize that GarageGames has long been a leader in building and driving the independent game development arena," said Chris Satchell, Microsoft General Manager of the Game Developer Group. "We are excited that their next-generation technology will play a key role in game development on the XNA platform."

"At GarageGames, we strive to provide top-tier technology, tools and community to independent and aspiring game developers," commented Josh Williams, Chief Executive Officer of GarageGames. "Torque X is an exciting addition to our existing efforts, and an incredible step forward for game developers of all kinds. Never before have indies, hobbyists, students, and educators had this kind of access to professional tools for console game development."