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	<title>Comments on: Why You Should Use XNA</title>
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	<link>http://www.doolwind.com/blog/why-you-should-use-xna/</link>
	<description>Pragmatic Thoughts On Game Development</description>
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		<title>By: SEAN</title>
		<link>http://www.doolwind.com/blog/why-you-should-use-xna/comment-page-1/#comment-534</link>
		<dc:creator>SEAN</dc:creator>
		<pubDate>Wed, 22 Jul 2009 15:33:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=87#comment-534</guid>
		<description>CORRECTION:

Business: Innovators Adopters to Late Adopters

gaming: industry later Adopters to laggards.

Although its rare we have a client that is planning to use sliverlight for a major internal application which is something I never saw coming, I consider that very innovative for the business world</description>
		<content:encoded><![CDATA[<p>CORRECTION:</p>
<p>Business: Innovators Adopters to Late Adopters</p>
<p>gaming: industry later Adopters to laggards.</p>
<p>Although its rare we have a client that is planning to use sliverlight for a major internal application which is something I never saw coming, I consider that very innovative for the business world</p>
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		<title>By: SEAN</title>
		<link>http://www.doolwind.com/blog/why-you-should-use-xna/comment-page-1/#comment-533</link>
		<dc:creator>SEAN</dc:creator>
		<pubDate>Wed, 22 Jul 2009 15:29:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=87#comment-533</guid>
		<description>I am a business app dev which I am very familiar with the inner workings and I am huge gaming fan as well and know some of the inner workings but not a great deal.So that here is what I see from my view point.

Business world: Innovators to Early adopters
Gaming Industry: Late Adopters to laggards

It should be the exact opposite!

I feel very confident that .Net will become a gaming platform standard rather soon in fact with the multi-core coding being abstracted in .Net</description>
		<content:encoded><![CDATA[<p>I am a business app dev which I am very familiar with the inner workings and I am huge gaming fan as well and know some of the inner workings but not a great deal.So that here is what I see from my view point.</p>
<p>Business world: Innovators to Early adopters<br />
Gaming Industry: Late Adopters to laggards</p>
<p>It should be the exact opposite!</p>
<p>I feel very confident that .Net will become a gaming platform standard rather soon in fact with the multi-core coding being abstracted in .Net</p>
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		<title>By: Johan Lindfors : Varf&#246;r ska jag prova XNA?</title>
		<link>http://www.doolwind.com/blog/why-you-should-use-xna/comment-page-1/#comment-532</link>
		<dc:creator>Johan Lindfors : Varf&#246;r ska jag prova XNA?</dc:creator>
		<pubDate>Thu, 28 Aug 2008 19:08:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=87#comment-532</guid>
		<description>[...] ytterligare konkreta skäl till varför även du bör prova på XNA Game Studio så läs gärna den här artikeln som summerar det [...]</description>
		<content:encoded><![CDATA[<p>[...] ytterligare konkreta skäl till varför även du bör prova på XNA Game Studio så läs gärna den här artikeln som summerar det [...]</p>
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	<item>
		<title>By: Doolwind</title>
		<link>http://www.doolwind.com/blog/why-you-should-use-xna/comment-page-1/#comment-531</link>
		<dc:creator>Doolwind</dc:creator>
		<pubDate>Thu, 13 Mar 2008 03:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=87#comment-531</guid>
		<description>&quot;It limits the develper to strictly XBox or compatable games.&quot;

I disagree Dazza.  When you say &quot;or compatible games&quot; that means PC games.  Personally I don&#039;t have an issue with most small shops writing games for Xbox and PC only.  The fact that you CAN write for a console is just an advantage on top of the fact you can develop PC games using an excellent framework.

With regard to having no low level audio, xbox controllers etc, there&#039;s no reason you can&#039;t add support for this yourself.  C# can call through to native DLL&#039;s/code that does this if needed.  I don&#039;t realistically see using XNA as being as limiting as you say.</description>
		<content:encoded><![CDATA[<p>&#8220;It limits the develper to strictly XBox or compatable games.&#8221;</p>
<p>I disagree Dazza.  When you say &#8220;or compatible games&#8221; that means PC games.  Personally I don&#8217;t have an issue with most small shops writing games for Xbox and PC only.  The fact that you CAN write for a console is just an advantage on top of the fact you can develop PC games using an excellent framework.</p>
<p>With regard to having no low level audio, xbox controllers etc, there&#8217;s no reason you can&#8217;t add support for this yourself.  C# can call through to native DLL&#8217;s/code that does this if needed.  I don&#8217;t realistically see using XNA as being as limiting as you say.</p>
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		<title>By: Dazza</title>
		<link>http://www.doolwind.com/blog/why-you-should-use-xna/comment-page-1/#comment-530</link>
		<dc:creator>Dazza</dc:creator>
		<pubDate>Tue, 11 Mar 2008 23:31:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=87#comment-530</guid>
		<description>XNA is fine if you want to write basic XBox games but is very limiting in relation to true windows games.
It only support a subset of the Net framework, and offers LITTLE or NO support for things like low level audio, any non XBox controllers, DirectX 10 etc as well as NOT supporting many Windows APIs and Windows interface. No MP3, or OGG support.  etc etc.
It limits the develper to strictly XBox or compatable games.
XNA is okay for the hobbyest and is okay for basic intro to DirectX but serious developers limits them to MS XBox 360 compatable technologies only.</description>
		<content:encoded><![CDATA[<p>XNA is fine if you want to write basic XBox games but is very limiting in relation to true windows games.<br />
It only support a subset of the Net framework, and offers LITTLE or NO support for things like low level audio, any non XBox controllers, DirectX 10 etc as well as NOT supporting many Windows APIs and Windows interface. No MP3, or OGG support.  etc etc.<br />
It limits the develper to strictly XBox or compatable games.<br />
XNA is okay for the hobbyest and is okay for basic intro to DirectX but serious developers limits them to MS XBox 360 compatable technologies only.</p>
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		<title>By: &#187; What Microsoft Should Do With XNA</title>
		<link>http://www.doolwind.com/blog/why-you-should-use-xna/comment-page-1/#comment-529</link>
		<dc:creator>&#187; What Microsoft Should Do With XNA</dc:creator>
		<pubDate>Wed, 13 Feb 2008 03:00:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=87#comment-529</guid>
		<description>[...] that I&#8217;ve discussed why you should be using XNA, I&#8217;d like to look from the other side and talk about what Microsoft should do with XNA to [...]</description>
		<content:encoded><![CDATA[<p>[...] that I&#8217;ve discussed why you should be using XNA, I&#8217;d like to look from the other side and talk about what Microsoft should do with XNA to [...]</p>
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		<title>By: CGEmpire &#187; Blog Archive &#187; Why you should use XNA</title>
		<link>http://www.doolwind.com/blog/why-you-should-use-xna/comment-page-1/#comment-528</link>
		<dc:creator>CGEmpire &#187; Blog Archive &#187; Why you should use XNA</dc:creator>
		<pubDate>Tue, 22 Jan 2008 11:23:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=87#comment-528</guid>
		<description>[...] chap called Doolwind has written a nice &#8220;Why you should use XNA&#8221; handy guide for all you folks still trapped in boring old C / C++ land (that&#8217;s like, [...]</description>
		<content:encoded><![CDATA[<p>[...] chap called Doolwind has written a nice &#8220;Why you should use XNA&#8221; handy guide for all you folks still trapped in boring old C / C++ land (that&#8217;s like, [...]</p>
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		<title>By: Wazoo</title>
		<link>http://www.doolwind.com/blog/why-you-should-use-xna/comment-page-1/#comment-527</link>
		<dc:creator>Wazoo</dc:creator>
		<pubDate>Tue, 15 Jan 2008 04:49:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=87#comment-527</guid>
		<description>@Josh - Your scenerio does strike some similarities with mine..the only exception being I&#039;m in an environment where every problem is a nail to be solved by the Java Hammer. *wink*

I&#039;m already well experienced with C++ but just to keep my skillset a little more marketable, I&#039;m attempting to use my project as a way to sit down and finally learn C# for things. I was impressed by the release of Fastcrawl (http://www.pawleyscape.com/fastcrawl/) a 2D RPG which plays just fine for me and the type of game I&#039;m looking at making.

I&#039;m hoping that as Windows Vista slowly permeates itself into the consumer market, it will be less of a problem making sure the necessary .NET components are on your customer&#039;s machine and hopefully things at that point will &quot;just work&quot;.  *cross fingers*

Plus &quot;investigative&quot; blogs about .NET packaging in &quot;The Real World&quot; which Doolwind mentions wanting to write about will be very interesting indeed!</description>
		<content:encoded><![CDATA[<p>@Josh &#8211; Your scenerio does strike some similarities with mine..the only exception being I&#8217;m in an environment where every problem is a nail to be solved by the Java Hammer. *wink*</p>
<p>I&#8217;m already well experienced with C++ but just to keep my skillset a little more marketable, I&#8217;m attempting to use my project as a way to sit down and finally learn C# for things. I was impressed by the release of Fastcrawl (<a href="http://www.pawleyscape.com/fastcrawl/" rel="nofollow">http://www.pawleyscape.com/fastcrawl/</a>) a 2D RPG which plays just fine for me and the type of game I&#8217;m looking at making.</p>
<p>I&#8217;m hoping that as Windows Vista slowly permeates itself into the consumer market, it will be less of a problem making sure the necessary .NET components are on your customer&#8217;s machine and hopefully things at that point will &#8220;just work&#8221;.  *cross fingers*</p>
<p>Plus &#8220;investigative&#8221; blogs about .NET packaging in &#8220;The Real World&#8221; which Doolwind mentions wanting to write about will be very interesting indeed!</p>
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		<title>By: Doolwind</title>
		<link>http://www.doolwind.com/blog/why-you-should-use-xna/comment-page-1/#comment-526</link>
		<dc:creator>Doolwind</dc:creator>
		<pubDate>Mon, 14 Jan 2008 02:30:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=87#comment-526</guid>
		<description>Josh-

I know your pain of convincing people to change up to newer technologies and I&#039;m glad that now I&#039;m in a position to run my own business I can make the decisions and live out the consequences.  I&#039;d encourage you to continue to &quot;push the envelope&quot; with those around you and continue to debate with them the advantages of change.  I&#039;d also recommend moving on if you find to much conflict as it&#039;s possible to waste your entire life explaining to bad programmers why they should change.

On to your question.....

I&#039;ll tackle your problem with two solutions to solve the different facets of it.  Firstly, the way I get around reinventing the wheel and creating a full tool chain is through procedurally generating everything I need.  The best way is to take an example:

I&#039;m playing around with a little archery game in XNA at the moment.  I&#039;d like a bunch of levels but don&#039;t want to make a level editor.  I&#039;m going to get my artist to make a bunch of &quot;blocks&quot; that represent different types of terrain.  I&#039;ll also get some different trees and a few pieces of a castle.  I then procedurally put these together using a small set of rules to generate an unlimited number of levels for people to play.  I did a similar thing with the levels in my &lt;a href=&quot;http://www.doolwind.com/blog/?p=80&quot; rel=&quot;nofollow&quot;&gt;1 day game&lt;/a&gt; recently.

The other way I get around this is making the game itself the editor.  Have a key combination that brings you into editor mode that lets you simple place or move objects, even in a rudimentary way.  I did a similar thing with my RTS, where you clicked a button and could change the height or terrain or add Tiberium* anywhere you want.  You could then save out the level and load it in later.  This is slightly more work as you are in effect making part of an editor, but its less time than a fully fledged editor.

The second part of your problem I see is the design part.  An easy way to do this is to take a common game style and either mix it in with a new style, or take a completely different approach to it.  There are a couple of different levels of game design and you need to decide which you want to explore (or both).  The first level is the micro decisions that are made.  It doesn&#039;t matter what game you are making (even a 2D side scroller) you&#039;ll always get to make these decisions and they can be unique even with a tried and true genre.  For example you may make a 2D side-scroller where you control two characters at once, one on each 360 thumbstick.

The second level of design is the macro decisions you make.  This is the actual game itself you want to make.  I&#039;d recommend that for a tech demo you don&#039;t worry to much about this.  It&#039;s extremely hard to come up with a brand new game or genre of game, and you don&#039;t gain a great deal by doing it.  I&#039;d say that designers will look more at your micro decisions when hiring a designer.  The main reason for this is that you generally don&#039;t get to make the macro decisions when working for a game company.  You get given a game to make, and all you can do is make the micro design decisions to mold that overall game into your dream.

I would say though that XNA is a perfect for your needs.  If you are looking for more specifics let me know, or if you want to get in touch with a game designer I can hook you up to get more thoughts.</description>
		<content:encoded><![CDATA[<p>Josh-</p>
<p>I know your pain of convincing people to change up to newer technologies and I&#8217;m glad that now I&#8217;m in a position to run my own business I can make the decisions and live out the consequences.  I&#8217;d encourage you to continue to &#8220;push the envelope&#8221; with those around you and continue to debate with them the advantages of change.  I&#8217;d also recommend moving on if you find to much conflict as it&#8217;s possible to waste your entire life explaining to bad programmers why they should change.</p>
<p>On to your question&#8230;..</p>
<p>I&#8217;ll tackle your problem with two solutions to solve the different facets of it.  Firstly, the way I get around reinventing the wheel and creating a full tool chain is through procedurally generating everything I need.  The best way is to take an example:</p>
<p>I&#8217;m playing around with a little archery game in XNA at the moment.  I&#8217;d like a bunch of levels but don&#8217;t want to make a level editor.  I&#8217;m going to get my artist to make a bunch of &#8220;blocks&#8221; that represent different types of terrain.  I&#8217;ll also get some different trees and a few pieces of a castle.  I then procedurally put these together using a small set of rules to generate an unlimited number of levels for people to play.  I did a similar thing with the levels in my <a href="http://www.doolwind.com/blog/?p=80" rel="nofollow">1 day game</a> recently.</p>
<p>The other way I get around this is making the game itself the editor.  Have a key combination that brings you into editor mode that lets you simple place or move objects, even in a rudimentary way.  I did a similar thing with my RTS, where you clicked a button and could change the height or terrain or add Tiberium* anywhere you want.  You could then save out the level and load it in later.  This is slightly more work as you are in effect making part of an editor, but its less time than a fully fledged editor.</p>
<p>The second part of your problem I see is the design part.  An easy way to do this is to take a common game style and either mix it in with a new style, or take a completely different approach to it.  There are a couple of different levels of game design and you need to decide which you want to explore (or both).  The first level is the micro decisions that are made.  It doesn&#8217;t matter what game you are making (even a 2D side scroller) you&#8217;ll always get to make these decisions and they can be unique even with a tried and true genre.  For example you may make a 2D side-scroller where you control two characters at once, one on each 360 thumbstick.</p>
<p>The second level of design is the macro decisions you make.  This is the actual game itself you want to make.  I&#8217;d recommend that for a tech demo you don&#8217;t worry to much about this.  It&#8217;s extremely hard to come up with a brand new game or genre of game, and you don&#8217;t gain a great deal by doing it.  I&#8217;d say that designers will look more at your micro decisions when hiring a designer.  The main reason for this is that you generally don&#8217;t get to make the macro decisions when working for a game company.  You get given a game to make, and all you can do is make the micro design decisions to mold that overall game into your dream.</p>
<p>I would say though that XNA is a perfect for your needs.  If you are looking for more specifics let me know, or if you want to get in touch with a game designer I can hook you up to get more thoughts.</p>
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		<title>By: Josh</title>
		<link>http://www.doolwind.com/blog/why-you-should-use-xna/comment-page-1/#comment-525</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Sun, 13 Jan 2008 23:46:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=87#comment-525</guid>
		<description>As a young developer, I grew up writing mods in C++.  I&#039;m now working on software for a network-testing application - specifically in the platform area.  I work with COM and DCOM and have worked extensively to provide .NET wrappers for our developers to work with. Somehow, I&#039;ve become an &quot;expert&quot; in COM/RPC/IDL and .NET/C#.

As I&#039;m only 22, the expert label should be taken with a grain of salt, but I feel that the poignancy of a &quot;graduate&quot; being an expert in these specific technologies after 3 years will not be lost on you.  For some reason, the previous generation of (business?) software engineers fear &quot;new&quot; or specific technologies irrationally.  For my colleagues to avoid learning the intricacies of COM after working on a COM-based product for 5-10 years disgusts me.

So you can imagine the blow-back I received when suggesting that we actively support a migration to the .NET framework (WinForms can replace our monolithic MFC GUI, for example).

So here I am, with 3 years real-world experience (going on 4) and a Software Engineering degree.  I&#039;ve not worked on my hobby games for a while (since writing some LUA games for the PSP) and I&#039;m keen to give XNA a go, now that we&#039;re in 2.0.  It may not be surprising to hear that I&#039;m considering a change of employment... :)

What would you suggest I build in XNA as a worthy learning experience &amp; demonstration of my game design (not just coding) skills?  I tend to over-engineer my hobby projects, for example:
  - I want to make a 2d, side-scrolling platformer
  - Ah crap, I need to make a world builder
  - Ah crap, I need to make a tool to manage objects in my world
  - ... etc.

I can whip-up a space invaders clone in a matter of minutes (it&#039;s my &quot;hello world&quot;) but I&#039;d like to attempt something more adventurous.  Do you have any suggestions on approaching this from a different angle (say, where I don&#039;t need to reinvent the wheel by creating a fully fledged tool chain for a simple tech demo)?</description>
		<content:encoded><![CDATA[<p>As a young developer, I grew up writing mods in C++.  I&#8217;m now working on software for a network-testing application &#8211; specifically in the platform area.  I work with COM and DCOM and have worked extensively to provide .NET wrappers for our developers to work with. Somehow, I&#8217;ve become an &#8220;expert&#8221; in COM/RPC/IDL and .NET/C#.</p>
<p>As I&#8217;m only 22, the expert label should be taken with a grain of salt, but I feel that the poignancy of a &#8220;graduate&#8221; being an expert in these specific technologies after 3 years will not be lost on you.  For some reason, the previous generation of (business?) software engineers fear &#8220;new&#8221; or specific technologies irrationally.  For my colleagues to avoid learning the intricacies of COM after working on a COM-based product for 5-10 years disgusts me.</p>
<p>So you can imagine the blow-back I received when suggesting that we actively support a migration to the .NET framework (WinForms can replace our monolithic MFC GUI, for example).</p>
<p>So here I am, with 3 years real-world experience (going on 4) and a Software Engineering degree.  I&#8217;ve not worked on my hobby games for a while (since writing some LUA games for the PSP) and I&#8217;m keen to give XNA a go, now that we&#8217;re in 2.0.  It may not be surprising to hear that I&#8217;m considering a change of employment&#8230; <img src='http://www.doolwind.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>What would you suggest I build in XNA as a worthy learning experience &amp; demonstration of my game design (not just coding) skills?  I tend to over-engineer my hobby projects, for example:<br />
  &#8211; I want to make a 2d, side-scrolling platformer<br />
  &#8211; Ah crap, I need to make a world builder<br />
  &#8211; Ah crap, I need to make a tool to manage objects in my world<br />
  &#8211; &#8230; etc.</p>
<p>I can whip-up a space invaders clone in a matter of minutes (it&#8217;s my &#8220;hello world&#8221;) but I&#8217;d like to attempt something more adventurous.  Do you have any suggestions on approaching this from a different angle (say, where I don&#8217;t need to reinvent the wheel by creating a fully fledged tool chain for a simple tech demo)?</p>
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