XNA GAME STuDIO
//// Microsoft l http://create.msdn.com
I started out helping develop PC games such as Postal 2, but my
dream had always been to create games for home consoles. A few
years later I was able to help develop Resistance: Fall oF Man for the
Play Station 3. I had achieved my goal of console development, but I
was still left wanting more. I wanted to put my own crazy game ideas
on a home console, but knew the technical and logistical hurdles
would be nearly insurmountable.
That’s where XNA Game Studio came in. It gives us well-designed
ways to render 3D models and 2D sprites, play sounds, use pixel and
vertex shaders, poll controllers and the touch screen, save and load
to memory storage, build off a solid game class, utilize networking for
gameplay, integrate social connections—the list goes on!
All of those intense game engine issues are already taken care
of, leaving you to get down and dirty
programming your cool game for the
Xbox 360 or even Windows Phone 7.
For my game shoot 1UP, I thought it
would be interesting if there were a
boss enemy who was a floating, robotic,
womanly torso with bullet spewing
bosoms. She and everything else in
shoot 1UP were perfectly facilitated by
XNA Game Studio all the way from my
brain to the Xbox 360 marketplace with
nary an "evil publisher" restriction or
serious technical hurdle.
Speaking of shoot 1UP, the game
was only meant to be an experiment,
but XNA Game Studio made it so easy to
go from prototype to playable gameplay,
I couldn’t help myself from turning it
into a full game. XNA Game Studio’s
web site has oodles of useable code to
be downloaded, ranging from tutorials
on collision detection and shader
programming, all the way up to complete
3D and 2D game starter kits. I took a 2D
Once I had a playable demo, the enormous help from XNA forums
was equally important as the powerful code libraries. The feedback
in the forums from playtesting the early versions of shoot 1UP was
invaluable in giving me a wide spectrum of gamer skill perspectives.
Even Microsoft employees sometimes show up to offer help on the
more difficult programming issues developers encounter.
If XNA Game Studio merely gave you the ability to sell games on
the Xbox 360 and Windows Phone 7, it would be great. But in addition,
it’s a powerful and robust development suite that allows your team
to create ambitious, full games or simply realize new gameplay
prototypes in zero time. And with the heart and devotion the XNA team
has shown, I can’t wait to see how amazing the next version will be.
Congratulations XNA Team and all XNA developers for working together
to make an awesome package!
Shoot 1UP
PrograMMing
and Production
Finalists
¶ Flashdevelop 3. 2. 2
rtM
¶ intel graphics
Performance
analyzers 3.0
Nathan Fouts is the president of Mommy’s Best Games (www.
MommysBestGames.com).
game developer | January 2011 20
FACEBOOK SDK
//// Facebook l http://developers.facebook.com
It’s hard to describe
the enormous impact
that the Facebook
platform has had, both
on our business and
how we socialize with
our friends, but I’ll
attempt to summarize
it here. With the release
of its platform SDK,
Facebook allowed
developers to leverage social data in their applications and easily
share content with the user’s network of friends. The idea was that
everything is better with your friends, so why not give folks the ability
to add their friends to their own apps?
At Zynga, we believe that games should be played with your
friends, so we used the Facebook SDK to create games like FaRMVille
and MaFia WaRs that were meant to provide players with a fun, social
way to connect. We are probably one of the heaviest users of the
SDK, utilizing numerous features to make our games more social and
engaging for players. We primarily use the Facebook SDK to retrieve
information about the player and their friends, and then let the
player share game actions or ask their friends to help them out. Both
information retrieval and the sharing of content are facilitated easily
and quickly using the Facebook SDK. By
leveraging the features provided by the
Facebook SDK, we’ve created new types
of gameplay and social interactions
between people. For example, there are
several accounts of families connecting
with each other by playing FaRMVille or
friends keeping in touch through a game
of Zynga PokeR. By allowing us to make
games truly social and enabling play
with your real life friends, the Facebook
platform has been incredibly powerful
for us.
It bears mentioning that this wouldn’t have been possible without
the commitment Facebook has made to improving their product. The
Facebook SDK, unlike traditional tools used by game developers,
is a living and constantly evolving service. Facebook realized this
early on and has strived to provide updated documentation and tight
communication channels with developers. Throughout our relationship
the company, Facebook has constantly improved the quality of its
platform for both the users of the site, and also the developers. This
dedication to quality and to the developer experience has allowed us
to move quickly, adapt to the ever-changing application ecosystem,
and avoid service downtime.
Without a doubt, we are only scratching the surface of how the
Facebook platform will change the Internet. With tighter integration
into products, more opportunities and ways to connect with friends,
and an ever growing set of integrated websites and users, the
Facebook platform is definitely a one-of-a-kind product that is shaping
the future of the web and how we connect with one another.
FarmVille
networking
Finalists
¶ gamespy
technology
¶ aurora Feint open
Feint 2. 6
Amitt Mahajan is the director of engineering at Zynga ( www.zynga.com).