Microsoft XNA is a set of tools with a managed runtime environment provided by Microsoft that facilitates video game development and management. XNA attempts to free game developers from writing "repetitive boilerplate code" and to bring different aspects of game production into a single system.
The XNA toolset was announced March 24, 2004, at the Game Developers Conference in San Jose, California. A first Community Technology Preview of XNA Build was released on March 14, 2006. XNA Game Studio 2.0 was released in December 2007, followed by XNA Game Studio 3.0 on October 30, 2008. XNA Game Studio 4.0 was released on September 16, 2010 along with the Windows Phone 7 Development Tools.
XNA currently encompasses Microsoft's entire Game Development Sections, including the standard Xbox Development Kit and XNA Game Studio.
The name "XNA" originated out of the project's development name, Xbox New Architecture. Instead of being released under the Xbox name, the Xbox 360 was released (2005), and XNA came to stand for "XNA's Not Acronymed".
Are you in good shape? Because now you will see a real ghost! And it will be your best friend, because he will follow you till the end...
Watch him rotating the whole screen in 720p at 60 FPS
In the last news I talked about the polarity switching boss Magneto and his crazy abbility to attract and distract magnets, which became a real danger for the player.
But what is so different between a boss fight and the fight against a normal monster?
I would say it's the kind of way how special effects of attacks are used and explicitly what kind of attacks they have. Further it's the kind of way the player moves and reacts to changes of the environment.
In case of the boss 'Ghost' you are confronted with a screen rotation effect which automatically changes the direction the player walks, because he needs to rethink how the controlls work - e.g. if the screen rotates left, then the player needs to press the up-button to move left! For that I didn't even change the controlls; it's just because of the new screen orientation.
Additional the boss can shoot multiple 'Ghost Balls' towards the player or in a circle, which can't hit the environment; this means the player can't hide behind torches for example, like he is used to during normal monster fights.
Further the skin of the boss itself is permeable, which allows him to move through walls. Atleast the player bullets can hit him and do damage... phew!
Let's talk about Ghost in more detail!
Multi Shot [First Attack] : Shoots 4 Ghost Balls towards the player
Attraction Charge [Second Attack] : Raises the movement speed
Screen Rotation [Switch Attack] : Rotates the screen left or right
Circle Shot [Near Player Attack] : Shoots 10 Ghost Balls in a circle around him
Ghost was the last boss for the early access content. Currently I'm doing the last things for the playable demo version, so you can test all the game mechanics by yourself.
To know what's all in the demo or in the early access version, you can visit my Trello board and follow the roadmap; see the links below.
Please track the game here on IndieDB to be up to date.
I hope you enjoyed reading the news. Just come back to read more!
Take care and have a nice day.
Live your dreams!
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Highest Rated (2 agree) 9/10
It's not an engine, its a framework basically a template to directX. I really like it because it allows you to develop for 3 Microsoft platforms and can port them easily.
Jul 14 2012 by atsebak