<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Doolwind&#039;s Game Coding Blog &#187; Xbox 360</title>
	<atom:link href="http://www.doolwind.com/blog/tag/xbox-360/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.doolwind.com/blog</link>
	<description>Pragmatic Thoughts On Game Development</description>
	<lastBuildDate>Sun, 08 Jan 2012 08:15:18 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>How To Make A Game (For Free In XNA)</title>
		<link>http://www.doolwind.com/blog/how-to-make-a-game-for-free-in-xna/</link>
		<comments>http://www.doolwind.com/blog/how-to-make-a-game-for-free-in-xna/#comments</comments>
		<pubDate>Sun, 06 Dec 2009 20:48:52 +0000</pubDate>
		<dc:creator>Doolwind</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=273</guid>
		<description><![CDATA[Do you want to learn how to make your own computer games?  Not sure where to start?  This step-by-step tutorial shows you how to create your own games for free using XNA.  I’ve been asked by a number of people what the best route to take when learning to develop games.  The following tutorial will [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.doolwind.com/images/blog/xna.jpg"><img class="alignright" title="XNA" src="http://www.doolwind.com/images/blog/xna.jpg" alt="" width="169" height="98" /></a>Do you want to learn how to make your own computer games?  Not sure where to start?  This step-by-step tutorial shows you how to create your own games for free using XNA.  I’ve been asked by a number of people what the best route to take when learning to develop games.  The following tutorial will give you a good start towards creating your first few games for PC and Xbox 360.  I cover the software you’ll need, a list of tutorial both in C# and XNA and other helpful links.</p>
<p><span id="more-273"></span></p>
<p><strong>Software</strong></p>
<p style="padding-left: 30px;"><strong><span style="font-weight: normal; ">1. Download Visual Studio 2008 Express &#8211; <a href="http://bit.ly/VCSExp">http://bit.ly/VCSExp</a></span></strong></p>
<p style="padding-left: 30px;"><strong><span style="font-weight: normal; "><a href="http://bit.ly/VCSExp"></a>2. Download XNA Game Studio 3.1 &#8211; <a href="http://bit.ly/XNAGS31">http://bit.ly/XNAGS31</a></span></strong></p>
<p><strong>Learning C#</strong></p>
<p style="padding-left: 30px;"><strong><span style="font-weight: normal; ">3. Read these C# tutorials</span></strong></p>
<p style="padding-left: 60px;"><strong><span style="font-weight: normal; ">a. C# Station Tutorial &#8211; <a href="http://bit.ly/CSTut1">http://bit.ly/CSTut1</a></span></strong></p>
<p style="padding-left: 60px;"><strong><span style="font-weight: normal; "><a href="http://bit.ly/CSTut1"></a>b. C# WikiBooks &#8211; <a href="http://bit.ly/CSWiki">http://bit.ly/CSWiki</a></span></strong></p>
<p><strong>Learning XNA</strong></p>
<p style="padding-left: 30px;"><strong><span style="font-weight: normal;">4. Read these XNA tutorials</span></strong></p>
<p style="padding-left: 60px;"><strong><span style="font-weight: normal;">a. Introduction &#8211; <a href="http://bit.ly/XNATut1">http://bit.ly/XNATut1</a></span></strong></p>
<p style="padding-left: 60px;"><strong><span style="font-weight: normal;"><a href="http://bit.ly/XNATut1"></a>b. 2D Introduction &#8211; <a href="http://bit.ly/XNATut2D">http://bit.ly/XNATut2D</a></span></strong></p>
<p style="padding-left: 60px;"><strong><span style="font-weight: normal;"><a href="http://bit.ly/XNATut2D"></a>c. 3D Introduction &#8211; <a href="http://bit.ly/XNATut3D">http://bit.ly/XNATut3D</a></span></strong></p>
<p style="padding-left: 30px;">5.<strong> <span style="font-weight: normal;">Look at these starter kits &#8211; <a href="http://bit.ly/XNAKit">http://bit.ly/XNAKit</a></span></strong></p>
<p><strong>Other Links</strong></p>
<p style="padding-left: 30px;"><strong><span style="font-weight: normal;">6. Visit the following for more information on game development</span></strong></p>
<p style="padding-left: 60px;"><strong><span style="font-weight: normal;">a. Gamedev.net &#8211; <a href="http://www.gamedev.net/">http://www.gamedev.net/</a></span></strong></p>
<p style="padding-left: 60px;"><strong><span style="font-weight: normal;"><a href="http://www.gamedev.net/"></a>b. Gamasutra &#8211; <a href="http://gamasutra.com/">http://gamasutra.com/</a></span></strong></p>
<p style="padding-left: 60px;"><strong><span style="font-weight: normal;"><a href="http://gamasutra.com/"></a>c. Indie Gamer Forums &#8211; <a href="http://forums.indiegamer.com/">http://forums.indiegamer.com/</a></span></strong></p>
<p><strong>What should you create?</strong></p>
<p>I&#8217;ve found the best way to learn game development is by creating a full game.  Exactly what game you create depends on what you want to get out of game development.  There are a number of paths I commonly see people taking:</p>
<ul>
<li><strong>Becoming a game programmer</strong> &#8211; The best route here is to take an existing game like Pong, Space Invaders or Mario and recreating it.  The game design done is already complete, allowing you to focus on learning the skills required to code the game</li>
<li><strong>Becoming a game designer</strong> &#8211; Rather than recreating an existing game, come up with a new, simpler design.</li>
<li><strong>Getting a job at a particular game company </strong>- Before you begin your new game, you should find out what technology the company is using.  You are much more likely to be hired by them if you are experienced in their technology suite.  If you&#8217;re unsure of what they use, ask them.  Game companies are always looking for good talent and they&#8217;ll be happy to share the technologies they use with you.</li>
</ul>
<p><strong>Want more?</strong></p>
<p>I’d like this list to become a comprehensive, step-by-step introduction to game development that takes developers from zero experience to creating their own 3D (or 2D) games.  If you get to a point where you’re stuck and don’t know what to do next, please email me and I’ll help you fill in the blanks.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.doolwind.com/blog/how-to-make-a-game-for-free-in-xna/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>What Platform Should You Develop Your Next Game For?</title>
		<link>http://www.doolwind.com/blog/what-platform-should-you-develop-your-next-game-for/</link>
		<comments>http://www.doolwind.com/blog/what-platform-should-you-develop-your-next-game-for/#comments</comments>
		<pubDate>Sun, 18 Oct 2009 22:16:00 +0000</pubDate>
		<dc:creator>Doolwind</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Valve]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=225</guid>
		<description><![CDATA[I&#8217;ve been talking with a number of Indie game developer friends about what platform they should develop their next game for.  There are a number of great platforms available to game developers and this choice of platform is critical to the success of your game.  Many people have a game idea, but aren&#8217;t sure what [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.doolwind.com/images/blog/platforms.jpg"><img class="alignright" title="Game Platforms" src="http://www.doolwind.com/images/blog/platforms.jpg" alt="" width="114" height="111" /></a>I&#8217;ve been talking with a number of Indie game developer friends about what platform they should develop their next game for.  There are a number of great platforms available to game developers and this choice of platform is critical to the success of your game.  Many people have a game idea, but aren&#8217;t sure what platform is best for them, this article will help you in making that decision.</p>
<p><span id="more-225"></span></p>
<p><strong>So, Which Platform!?</strong></p>
<p>The short answer is, it depends.  There&#8217;s no silver bullet when it comes to platforms.  Each has its strengths and weaknesses and the choice depends on the game you are creating.  I have a set of questions below, move the sliders to represent your situation and see the recommendation for platforms.  The further to the right the platform, the better it fits with your situation.  If there&#8217;s a platform I&#8217;m missing you&#8217;d like added, please add a comment.</p>
<p><iframe src="http://www.doolwind.com/blog/platform/platform.html" width="100%" height="850" frameborder="0"></p>
<p>Your browser does not support iframes.</p>
<p></iframe></p>
<p><strong>The Platforms</strong></p>
<p>Now that you have your recommended platforms, I&#8217;ll give some more info on my thoughts on developer for each platform.</p>
<p><strong>iPhone</strong></p>
<p>The iPhone market is saturated with games and is getting worse every month.  It seems nearly every indie game developer I know is making an iPhone game.  My biggest recommendation is to make something small that stands out.  The sales are very top heavy which means you&#8217;ll either make nothing or massive sales.  The biggest issue is that the only real way to get in front of people is to be in the top 50 applications which is extremely difficult due to the market saturation.</p>
<p>The other gotcha is the requirement for both a Mac and learning Objective-C.  There are a number of great engines out there (eg <a href="http://unity3d.com/">Unity</a>) which I&#8217;d recommend using to speed up development.</p>
<p><strong>Console</strong></p>
<p>Unless you have funding, full version console games are almost impossible for an Indie to develop for.  It&#8217;s really hard to get your game accepted by a console manufacturer (Microsoft, Sony, etc) and the certification process can be a nightmare.</p>
<p><strong>PC</strong></p>
<p>PC development is the most open and an easy to break into.  There are many distribution methods (Steam, Impulse, self-publishing) to suit your games needs.  Piracy is one of the biggest threats to your game and building a game that takes piracy into account is a good step forward.  Something as simple as requiring users to login to a central server can help reduce piracy.</p>
<p><strong>Web-Based</strong></p>
<p>Web based games are the best place to get started, particularly if you just want to get a game &#8220;under your belt&#8221;.  It&#8217;s a great way of reaching a wide audience quickly, however don&#8217;t expect too much in either money or respect.  Web-based games are one of the hardest ways to make money from games (at this stage) and tends to have one of the most immature communities of all platforms.  <a href="http://lostgarden.com/2009/07/flash-love-letter-2009-part-1.html">Lost Garden</a> has a great set of articles that discusses generating real money for web-based (primarily flash) games.</p>
<p><strong>XBox Live Arcade</strong></p>
<p>XBLA games are like a cut-down version of a console release.  It&#8217;s much easier to get accepted and get through certification.  There are also less rewards/potential for your game compared to a full version console game.  As the name suggests, XBLA is perfect for smaller &#8220;arcade&#8221; style games.</p>
<p><strong>Multiple Platforms</strong></p>
<p>One recommendation I would make is to start small.  Look at developing a smaller version (or prototype) of your game on one of the low-end platforms (flash or iPhone) to gauge the response to your game.  If it&#8217;s successful, then put the extra time and money into developing a larger version of your game on a higher-end platform.  John Carmack has stated his belief in developing for low-end platforms first.  This helps you focus on the core fun of a game, rather than flashy graphics or other &#8220;next-gen&#8221; features that don&#8217;t necessarily make the game better.</p>
<p><strong>Conclusion</strong></p>
<p>You should now have a better idea of what platform to develop your next game for.  If there&#8217;s a platform I haven&#8217;t discussed that you &#8216;d like to hear about, leave a comment and I&#8217;ll add it to the list.  The important thing to remember is that no platform is perfect.  They each have their own strengths and weaknesses and it&#8217;s critical that you chose the platform that best fits with your game.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.doolwind.com/blog/what-platform-should-you-develop-your-next-game-for/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Making Games For The Xbox 360 Controller</title>
		<link>http://www.doolwind.com/blog/making-games-for-the-xbox-360-controller/</link>
		<comments>http://www.doolwind.com/blog/making-games-for-the-xbox-360-controller/#comments</comments>
		<pubDate>Fri, 30 Nov 2007 04:26:19 +0000</pubDate>
		<dc:creator>Doolwind</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=85</guid>
		<description><![CDATA[I thought I&#8217;d give a little insight into the things I learned about making a game for the Xbox 360 controller.  I&#8217;m a big fan of the controller&#8217;s feel and ease in developing for it.  The added bonus is that the wired controller can plug straight into the PC meaning there&#8217;s even more coverage for [...]]]></description>
			<content:encoded><![CDATA[<p align="left"><a href="http://www.doolwind.com/images/blog/xbox360controller.jpg"><img border="0" align="right" width="170" src="http://www.doolwind.com/images/blog/xbox360controller.jpg" height="120" /></a>I thought I&#8217;d give a little insight into the things I learned about making a game for the Xbox 360 controller.  I&#8217;m a big fan of the controller&#8217;s feel and ease in developing for it.  The added bonus is that the wired controller can plug straight into the PC meaning there&#8217;s even more coverage for it.  I won&#8217;t go into details of Xinput but instead give more general advice.  I&#8217;ll also share a little knowledge that an ex-Microsoft colleague taught me about its use.</p>
<p><span id="more-85"></span></p>
<p><strong>Go with what you know</strong></p>
<p align="justify">Before you do any planning for the layout of your controls, sit down in front of an Xbox and play a bunch of games.  Focus particularly on games from the same genre as yours and take notes about what works and what doesn&#8217;t.</p>
<p>Playing other games should give you a general idea of what basic controls you want.  Should all movement be on the left stick or should you mix it up and use the A and B buttons or triggers as well?  The biggest advantage with doing this is that people are already playing the games you&#8217;ll be trying out.  If your controls are 80% the same as all other games of the genre then people will be able to just pick up and play your game instantly. </p>
<p>Don&#8217;t let this rule out a completely new control layout if that&#8217;s what your game really needs, but I&#8217;d say 95% of games should really be sticking with what people know to reduce the barrier of entry.  As soon as you have to teach the player something they&#8217;ve never done before you&#8217;re going to lose a large chunk of your market to people that will just switch off.  If you really do want to make something completely new then I&#8217;d recommend spending a LOT of time on the tutorial to make sure all gamers will want to sit through it</p>
<p align="justify"><strong>Make the most of the controls</strong></p>
<p align="justify">There are three basic types of inputs on the 360 controller (as with most joy pads).  They are listed below with what they should and shouldn&#8217;t be used for.</p>
<p align="justify">1.  Stick<br />
Map really well (and intuitively) to player movement and looking.  It should be fairly obvious where these should be used.</p>
<p align="justify">2.  Trigger<br />
Triggers allow analog input (ranging from 0 to 1, or equivalent).  You should be trying to use them as such.  Treating the triggers as a button (on or off) is not only a waste of a good resource, but also means that the player has to do more work just to &#8220;press a button&#8221;.  Triggers are designed to allow a range of input, and so players need to move the fingers a long way before they become &#8220;on&#8221;.  If you must use them as a button then think about not requiring the player to pull them all the way in to register a &#8220;press&#8221;.  Depending on its use you can make any movement at all count, or a % of the way down.</p>
<p align="justify">3.  Button<br />
There are a lot of these.  Buttons are great at one thing, being on or off.  Steer clear of using them for something that really should have analog input.  An example is the accelerator of a car.  Unless you&#8217;re making a really simple driving game then having the accelerator either on or off just doesn&#8217;t give enough control.</p>
<p align="justify">Also some general rules.  The A and B buttons are where player’s fingers generally sit while they are in the neutral position.  For this reason you should map your most used control to A, follow by B.  Another thing to note is which combination of keys can&#8217;t be pressed together easily.  A and Y are really hard to press down at once without pressing X or B by mistake.  Likewise X and B are difficult.  Try and keep these buttons mutually exclusive in gameplay.</p>
<p align="justify"><strong>Experiment &#8211; change is difficult</strong></p>
<p align="justify">Once you&#8217;ve got your configuration sorted and everyone has been playing with it for a few months it&#8217;s REALLY difficult to objectively compare the control scheme to a new one.  No matter how good the new control layout is it will feel unnatural and you&#8217;ll hate it.  The best way to stop this is to experiment as much as possible early on before you get accustomed to the controls.  Get lots of people to test the game using all the different input styles and see which people prefer before one becomes the standard.</p>
<p align="justify">If you have left it too late, then you really just have to stay at it for a long time to get used to it.  My estimate is that every two months that you use a control scheme, you have to stay at the new one for around a week before you&#8217;ll get used to it.  Be wary of this as there will be a &#8220;point of no return&#8221; on your project where it will be too late for you to change the control scheme and be able to really test it out objectively.</p>
<p align="justify"><strong>Don&#8217;t always stick with the basics</strong></p>
<p align="justify">The right stick when used for looking around (primarily in FPS games) is a powerful weapon.  While it seems like a linear mapping of stick position to angular velocity (how fast the camera turns) might be enough, you&#8217;d be surprised how much nicer a game can feel when there&#8217;s a lot more happening under the hood.  This goes against my general rule of &#8220;less is more&#8221; and I believe there&#8217;s a real art to getting the &#8220;stick look&#8221; right in games.  An ex-Microsoft colleague once told me about the amount of work that goes on under the hood in Halo.  The angular velocity is based not only on the stick position, but how fast the player pushed the stick to that position and also what is in front of the player.  If players whip the stick to the side it generally means they want to turn really quickly.  Similar to the old wrist flick of the track ball mice to turn your character really quickly.  Also, when the player&#8217;s crosshair is over an enemy then you should slightly slow down the angular velocity a bit to make it easier with tracking.</p>
<p>This takes a lot of tuning and should be viewed in a similar way to makeup.  It should make the controls better, without you knowing it&#8217;s even there (for those that don’t know about makeup, I’m just saying make it subtle).</p>
<p align="justify"><strong>Comparing circles to squares</strong></p>
<p align="justify">The final important fact I learnt about is the mapping of the sticks horizontal and vertical axis to their respective values (between -1 and 1 usually).  The 360 controller’s stick can move in a circle.  Depending on your style of game, you may want the stick to act as if it can move in a square.  The main problem here is derived from the fact that the player should be able to have full acceleration (up on the stick) while turning at full speed (fully to the side).  On a square this is easy as the top left and right corners map perfectly to this.  For a circle though you&#8217;ll need to write some code to do the mapping for you.  This is again more complexity under the hood, but you&#8217;d be surprised that it feels completely natural to the player and they won&#8217;t even notice what&#8217;s happening.</p>
<p align="justify"><strong>Conclusion</strong></p>
<p align="justify">So there are some general rules of use.  Do you have any other rules I missed?  I&#8217;m really pleased with how Microsoft made the 360 controller both from an API perspective as well as its construction.  I&#8217;d highly recommend anyone making a PC game to look into adding support for the 360 controller as I&#8217;d like to see them become the joy pad of choice for PC gamers.</p>
<p align="justify">&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://www.doolwind.com/blog/making-games-for-the-xbox-360-controller/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Battlestar Galactica on Xbox Live Arcade</title>
		<link>http://www.doolwind.com/blog/battlestar-galactica-on-xbox-live-arcade/</link>
		<comments>http://www.doolwind.com/blog/battlestar-galactica-on-xbox-live-arcade/#comments</comments>
		<pubDate>Mon, 12 Feb 2007 08:33:14 +0000</pubDate>
		<dc:creator>Doolwind</dc:creator>
				<category><![CDATA[Personal]]></category>
		<category><![CDATA[Auran]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=73</guid>
		<description><![CDATA[So it&#8217;s finally official, Auran is developing Battlestar Galactica for XBLA. I can&#8217;t really say much more than that as everything released has to go through our publisher however I can say I&#8217;m working on it, and it&#8217;s going to be a great game. Below are some links with the full details: Gamasutra Kotaku Official [...]]]></description>
			<content:encoded><![CDATA[<p>So it&#8217;s finally official, <a href="http://www.auran.com">Auran </a>is developing Battlestar Galactica for XBLA.  I can&#8217;t really say much more than that as everything released has to go through our <a href="http://www.sierra.com/">publisher</a> however I can say I&#8217;m working on it, and it&#8217;s going to be a great game.  Below are some links with the full details:</p>
<p><span id="more-73"></span></p>
<p><a href="http://www.gamasutra.com/php-bin/news_index.php?story=12722">Gamasutra</a></p>
<p><a href="http://kotaku.com/gaming/battlestar-galatica/battlestar-galactica-game-hits-live-this-fall-235563.php">Kotaku</a></p>
<p><a href="http://www.bsgarcade.com/">Official Site</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.doolwind.com/blog/battlestar-galactica-on-xbox-live-arcade/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss>

