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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".

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Blog RSS Feed Post news Report abuse Latest News: Orcish Inn Pre-Alpha 0.0.11 Released: Lodging Update

About Orcish Inn with 0 comments by StevenColling on Jun 23rd, 2015

A new version of Orcish Inn is available now. Besides some important bugfixes and minor content additions, the update is all about guests staying overnight: You can craft linen, build bed rooms and satisfy the orcish clan's wish for a restorative night. The satisfactions are also displayed in the hub book now: say goodbye to the temporary interface. Scroll down to the screenshots if you want to have a look.

If you already played Orcish Inn, just start the launcher. Newcomers can download and play Orcish Inn for free right here:

The recent update covers the following changes:

  • Guests Stay Overnight: visitors get drunk, which increases the chance that they stay a night. There is a new satisfaction category "Rest" to take care of (bed comfort + sleeping room comfort + bed count in the room). Some orcs like to sleep alone in a comfortable bed, others prefer big and filthy dormitories.
  • They Probably Forget Items: visitors put an item like a wallet in the nightstand near the bed and depending on how drunk they are, they can forget it.
  • Which You Can Steal Anyway: if you are a not-so-nice innkeeper, you can try to steal it. Perhaps they don't notice you, but they will notice the missing item and get a little bit angry. They can also spot the theft and leave the inn... and get a little bit more angry (the clan's satisfaction is reset to zero then).
  • Craft Comfortable Linen: use fiber, additional ingredients and a loom to craft various linen, with different comfort and some with special effects. A scratchy linen, for example, increases the chance that the guest forgets his item in the morning.
  • Wash and Dry: linen get dirty over time. Wash them in a washing trough with water and soap sold by the hawker. You also have to dry them afterwards.
  • New Satisfaction Interface: the temporary interface for satisfaction got removed and instead, you can look up the clan's current satisfaction in the hub book.
  • And More: pigeons drop feathers, staff-only doors only you can pass as well as a charcoal production.

The full changelog is available here:

Two features are/were on my June list: lodging and pub brawls. Lodging is done (with more content added in the alpha of Orcish Inn). For pub brawls, I still have a week left to work on it, but it will likely released in July together with other stuff. So I'm roughly on schedule and I wish it would go faster, but I thought crafting linen and washing them was a fun theme.

So the next updates will probably have the following features:

  • Pub Brawls: orcs get drunk and aggressive and probably start to damage the inn. The player will have methods to counter a rampage.
  • Socket System: put randomized items in objects (think of it as an "increase production speed of a malt box, wort boiler or brewing kettle by 10%").
  • Farming Rework: more options to change the ground properties (like decreasing wetness/eutrophy) and more.
  • Story Events: small special tasks with a time constraint, a decision and probably negative consequences.

The full roadmap is available in an old announcement:

The most useful thing you can do for me (besides feedback) is spreading the word! Feel free to share Orcish Inn with your friends, write or talk about it in forums and social media or tell your favorite writers, streamers or Let's Players about the game!

(staff-only doors, a charcoal pile, a loom, a washing trough, a dryer and a room full of beds for visitors to stay; you can steal their items, too)

(the new clan satisfaction interface with basic information on the left and a satisfaction overview with the beer (yellow), tavern comfort (purple) and rest satisfaction (blue) on the right)

(a click on the pie chart shows the detailed satisfaction of that category, here the clan's beer satisfaction)

Steven Colling

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Post comment Comments  (0 - 10 of 25)
CakeKing64 Dec 22 2014, 6:02am says:

Awesome :P

+1 vote     reply to comment
Jdawgg25 Apr 18 2014, 6:31am says:

If anyone is curious, it is possible to integrate your XNA Game Project into Unity, but it might take a little extra work. This is a proof of concept showing the Platformer XNA starter kit running inside Unity3D. Zero code changes have been made to the original game code. Using a mixture of new code and some code from MonoGame, the author has implemented XNA emulation. They did so by having a game object with a script attached run an XNA game performing updates and drawing.

Check out this link below for the source code:

+3 votes     reply to comment
Arethrid May 28 2015, 4:02am replied:

Interesting but what about the performance? I persume it would drop radically under such conditions.

+1 vote     reply to comment
DonBre Jun 5 2014, 4:09pm replied:

nice! :D

+1 vote     reply to comment
Xylemon Dec 27 2013, 6:14pm says:

Public Domain? What?

+1 vote     reply to comment
garry68 Dec 14 2013, 4:56pm says:

I generally refer to XNA as a library, surely that's essentially what it is. A library of pre-written routines that are designed for graphical and timer based recursive programming.

Having recently had a look at Unity, surely it would be wrong for someone beginning to be under the impression that XNA is remotely the same thing.

Using XNA reminds me of the old Turbo Pascal, and Turbo C environments for some reason...

+2 votes     reply to comment
Jdawgg25 Jun 12 2013, 3:00am says:

Oh wait, XNA already supports .fbx! Sorry about that. The problem with XNA 4.0 is the with .fbx, it only supports the first animation take within the model. I figured out how to get multiple animations working somewhat with .fbx by splitting up the models into separate animation takes for the content processor to read them and then kind of merge them in the program.

+2 votes     reply to comment
Guest Sep 27 2013, 3:42am replied:

i thought when u make a .fbx u can make many animations just write down the frames it uses and then can call them

+1 vote     reply to comment
Jdawgg25 Jan 9 2014, 8:39pm replied:

Yes, you can have multiple animation takes within a .fbx model. XNA 4.0 by default pulls up only the first animation take; not the others within the model. To get it working within the XNA Framework, one way is to split the model into separate animations, and then merge them in the content processor. Here is a link that describes what I am talking about but better.


+1 vote     reply to comment
Jdawgg25 Jun 12 2013, 2:58am says:

Many XNA developers moved to Unity because it uses C# and they don’t want to spend the time it takes to create that same kind of game in XNA. It would take longer to create a First person shooter in XNA than it would using Unity, (unless you are using a 3d game engine built upon XNA like Digital Rune) because you have to hard code just about everything. That’s the goal of game engines, to help people save time developing games. XNA does make it easier somewhat to display 3d models with its Model class and Draw Method and display 2d stuff using the SpriteBatch but for the most part you have to do majority of the work yourself. If you are serious about publishing a game using Unreal Engine 3, you have to go through Epic games to have it approved because after all… it’s their game engine. It’s like the old saying, anybody can use Photoshop but designers use it well. Well same with game engines. Anybody can learn to import models into UDK, hit a play button and run around in first person and learn to use Unreal Script but professionals use it well. Regardless of what the media and many critics say about XNA being dead, I am still using it. People create their own engines or modify older game engines all the time. Brink uses a Modified version of ID Tech 4 which surprised me. Bring probably would have performed better and rendered all of its textures better with ID Tech 5 but ID Tech 5 came out much later. Many people moved away from XNA because they want to support the latest versions of DirectX. My game engine not only supports .X models and maybe not the latest version, but I programmed it to support obj, .fbx, and I am working on making it support .dae which are Collada files.

+3 votes     reply to comment
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Public Domain
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Released Dec 2006
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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, 12:13pm by atsebak

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