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".
In the big sprint towards publishing this game I forgot to update my blog with a proper release announcement :D . I had to split myself in millions to actually finish the game and put it out there, but still, silly me how could I forget :| .
Takeaway: I have to prepare better for my next release, but I heard from other developers, that no time is actually "enough" :D .
Yes, I Am Overburdened was released at evening (by GMT) on the 2nd of November.
It can be bought on Steam and itch.io for 4.99$ and there is a launch-week 20% discount so get it while it's hot (currently at 3.99$ which may vary based on region)!
There is also a tiny extra for my previous customers, call it a "gesture" if you will. On Steam if you bought Operation KREEP before, there is a Magic Item Tech RETRO Bundle to "complete my games" and you get an extra 10% off for I Am Overburdened (sorry itch.io users, I haven't found a way there to bundle it like this).
Now that I'm over the big rush for the release and over the first day, I can slowly ease into handling issues and working on updates, fixes and fine-tunings. The first batch of feedback is really positive and I got decent featuring from the press so far, which is awesome. People seem to understand and like the game, many even praise it and are really enthusiastic about its future :) . This is an awesome feeling!
The game is up to a slow start sales wise but it is too early to draw any kind of conclusions (it's only been a day). Of course I will do that in a few weeks in another blog entry. Fingers crossed :) .
Allow me to grab this opportunity to formally say thank you. Thank you for all who followed the development. Thank you for those who supported, helped and encouraged me along the way. Thank you for everyone who contributed, either with tips, suggestions, testing or critique. And thanks for everyone who already bought the game, I hope you all are having a great time :) !
I'm adding a new screenshot about the inn in the game (pun intended :P ), because in the last two weeks of development I changed it a bit (added even more stuff to the game :D ).
Thanks for reading, I'll be back with more stuff soon.
Moon combines reagents to imbue weapons with status effects, so you can customize your weapons
How did this sketch of a 19th century mine inspire a level in Boot Hill Bounties?
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I Am Overburdened is a silly roguelike full of crazy artifacts and a "hero" who has 20 inventory slots.
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Killing Time is full version and free and open source code. Killing Time is developed xna. Good fun.
The Tank Wars game allows you to enjoy playing with more than one player on the same machine.
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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