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	<title>The Indie Mine &#187; OnekSoft Games</title>
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		<title>The End of XNA?</title>
		<link>http://theindiemine.com/xna/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=xna</link>
		<comments>http://theindiemine.com/xna/#comments</comments>
		<pubDate>Thu, 21 Feb 2013 11:28:37 +0000</pubDate>
		<dc:creator><![CDATA[Oliver Radini]]></dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming Interviews]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[OnekSoft Games]]></category>
		<category><![CDATA[Smudged Cat]]></category>
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		<category><![CDATA[XBLIG]]></category>
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		<guid isPermaLink="false">http://theindiemine.com/?p=7551</guid>
		<description><![CDATA[Find out what developers think of Microsoft's decision to stop working on XNA.]]></description>
				<content:encoded><![CDATA[<p>Historically, making games for consoles hasn&#8217;t been easy. Since the launch of the NES, all console games have had to be approved by the console&#8217;s manufacturer. This is bad news for small time developers looking to make games, as the approval process is often time consuming and expensive.</p>
<p>Microsoft aimed to bring indie games to their console by creating the Xbox Live Indie Game (XBLIG) service. With XBLIG, developers could approve each other&#8217;s games, making it fast, cheap, and easy for indie developers to release their games.</p>
<h2>Why Microsoft Created XNA</h2>
<p>Microsoft also wanted to make it easier for developers to make games for their systems. To do this, they created XNA, a set of tools intended to streamline game development and to make it easier for indie studios to create games. Many of the most popular games on the system have been created using XNA. Despite its popularity, Microsoft recently announced that they would no longer be working on the toolset. I asked them what the situation was, and what discontinuing XNA would mean for indie developers. Here’s what a spokesperson had to say:</p>
<p>“XNA Game Studio remains a supported toolset for developing games for Xbox 360, Windows and Windows Phone. Many developers have found financial success creating Xbox LIVE Indie Games using XNA. However, there are no plans for future versions of the XNA product. Game developers have a wide set of options on Microsoft platforms, ranging from XNA and managed code to DirectX and native code. Microsoft provides developers the options they need to be successful.”</p>
<p>To find out what developers thought about the decision to stop work on the platform. I spoke to <strong>David Johnston</strong>, of <strong>Smudged Cat</strong> games, makers of <em>Timeslip, Gateways</em>, and <em>The Adventures of Shuggy</em>. Here’s what he has to say about developing games for Xbox using XNA:<br />
<a href="http://theindiemine.com/wp-content/uploads/2013/02/screen02.png"><img class="alignnone size-medium wp-image-7560" alt="screen02" src="http://theindiemine.com/wp-content/uploads/2013/02/screen02-300x168.png" width="100%" /></a></p>
<h2>David Johnston &#8211; Smudged Cat Games</h2>
<p>“It’s been exciting to develop games for the Xbox. I started with <em> Shuggy </em> which was actually an XBLA game in the end. I tend to play games on consoles more than on PC so it felt like the right place to be releasing games for me. It’s great to think of people chilling out on their sofas and playing a game that I made.”</p>
<p>”XNA has been fantastic. I’ve developed games on and off for most of my life and struggled with various different programming languages and APIs but using C# with XNA has been by far the easiest to get to grips with. It removes so many of the mundane tasks related to game. It’s great that it’s inspired so many people to actually bring those game ideas they&#8217;ve had in their head into reality.”</p>
<p>”There’s bound to be a decline in the number of indie games that are released now as people looking at XNA will be reading “XNA is dead” everywhere. However, it’s not quite as straightforward as that. The MonoGame project has been around for a while now offering a cross-platform solution to XNA. It seems that MonoGame is now going to take over, it’s being actively worked on and will soon be a complete solution for making XNA games even on future versions of Windows. ”</p>
<p>”I’m curious to see what Microsoft announce about support for indie games on the next Xbox. Given how things have gone with the current Xbox it’s debatable if there will be any support at all. I really hope there will be something but I’ll certainly be approaching it with caution this time round given the way the current channel was promoted and lack of profits from it. I’ve certainly had better figures from Steam and am currently more interested in the Ouya and Steam box at the moment.”</p>
<p>&nbsp;</p>
<p>I also spoke to <strong>Shahed Chowdhuri</strong> of <strong>OnekSoft</strong> games, creator of <em>2D Math Panic</em> as well as <em>Angry Zombie Ninja Cats</em>. Shahed has also developed tools to help indie developers make games with XNA. Here&#8217;s what he has to say about XNA and indie games on Xbox:</p>
<p><a href="http://theindiemine.com/wp-content/uploads/2013/02/screen4.jpg"><img class="alignnone size-medium wp-image-7603" alt="screen4" src="http://theindiemine.com/wp-content/uploads/2013/02/screen4-300x168.jpg" width="100%" /></a></p>
<h2>Shahed Chowdhuri - OnekSoft Games</h2>
<p>&#8220;Developing games for Xbox is a childhood dream come true. Completing a game project and putting it out on the world&#8217;s (arguably) best game console is a great experience.”</p>
<p>”When I first learned about game development, I worked with C++ and DirectX, and tried out some basic samples on Windows. But XNA changed everything. I was suddenly able to write a video game for Windows and Xbox 360 at the same time, using C#. My day job requires me to work primarily with C#, so this was definitely a plus for me.”</p>
<p>”XNA has made it easy for me (and countless others) to create Indie games that would not have been possible without it.”</p>
<p>”Technologies come and go, and XNA is no different. Although Microsoft won&#8217;t release updated versions of the XNA framework, that won&#8217;t stop us from using Visual Studio 2010, C# and XNA to create games that run on Windows Vista, Windows7, and even Windows8 (non-RT version). For the rest of the year, we can also continue to publish to Xbox Live Indie Games on the Xbox 360.”</p>
<p>”As a whole, XBLIG developers will have to migrate to other areas. Some of them may gravitate towards development strategies that allow them to use the same language they are used to. And some of them will learn other languages (e.g. Java and Objective-C) so that they can develop native games and apps for Android and iOS, respectively.”</p>
<p>”Another portion of XBLIG developers may go the multi-platform route (e.g. Unity) to create high-quality games on both iOS and Android, with proven tools and technologies.”</p>
<p>”I think that the future of Indie Games on Microsoft&#8217;s next platform will ride on their ability to show off what the Indie world has to offer. This is a tricky situation, because they have made it clear that they want to separate out the $1 XBLIG games from the $60 AAA titles, with distinct marketplaces. Heck, there&#8217;s even a middle ground with Xbox Live Arcade, where some Indie games (e.g. <em> Fez </em> and <em> Super Meat Boy </em> ) have found success.”</p>
<p>”Apple and Google have shown the world that you can place professional games and homebrew indies in the same marketplace, and let the customers decide what they want to buy. Microsoft has started to move towards this trend with their Windows Store for Windows8, so there may be a chance that Indie developers will get better exposure on the next Xbox console.”</p>
<p>”Many developers will definitely switch to other platforms (as they have been), but they can also be wooed back to Microsoft&#8217;s corner if their needs can be appeased.”</p>
<h2>The Future of Indie Games on Xbox</h2>
<p>Developers are clearly uncertain about their future with XNA, and with Microsoft systems in general. When Microsoft created XBLIG and XNA, they hoped to attract indie game developers to their system. Looking at the statistics, it seems like they were succesful – there are 2,837 games in the XBLIG marketplace. The best selling title, <em> Castle Miner Z</em>, has sold over a million copies.</p>
<p>But for every game that succeeded on XBLIG, there are a handful that didn&#8217;t. Many developers have not seen the profitability they had hoped for, and in financial terms other platforms are far more attractive. Take developers Zeboyd Games, whose RPGs <em>Cthulhu Saves The World </em> and <em> Breath Of Death VII </em> sold more in a week on Steam than they did in a year on XBLIG.</p>
<p>Microsoft hasn’t abandoned indie game developers completely. There are still a range of tools which developers can use. But by discontinuing XNA, Microsoft will surely push some indie developers away from Microsoft systems altogether. It is strange that after so much time fostering a positive and productive indie community, Microsoft seems to have turned its back on the developers it once supported. If XNA is to have a successor, it will have a big act to follow.</p>
<p style='text-align:left'>&copy; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>OnekSoft Games Interview</title>
		<link>http://theindiemine.com/oneksoft-games-interview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=oneksoft-games-interview</link>
		<comments>http://theindiemine.com/oneksoft-games-interview/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 11:38:19 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming Interviews]]></category>
		<category><![CDATA[2D Math Panic]]></category>
		<category><![CDATA[Angry Zombie Ninja Cats]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[mySDA]]></category>
		<category><![CDATA[OnekSoft Games]]></category>
		<category><![CDATA[Shahed Chowdhuri]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[XBLIG Sales Data Analyzer]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[XNA Basic Starter Kit]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=2211</guid>
		<description><![CDATA[An Indie developer developing for other indie developers...]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/oneksoft-games-interview/logo1-300x71/" rel="attachment wp-att-2242"><img class="aligncenter size-full wp-image-2242" title="OnekSoft Games Interview" alt="OnekSoft Games Interview" src="http://theindiemine.com/wp-content/uploads/2012/02/logo1-300x71.png" width="300" height="71" /></a></p>
<p>In our latest interview, we talk with Shahed Chowdhuri, an indie developer releasing games under the studio name <a title="OnekSoft Games" href="http://oneksoft.com/games" target="_blank" class="broken_link">OnekSoft Games</a>. As you&#8217;ll soon see, Shahed is a rarity in the development world.  Not only is he creating games, he&#8217;s also developing the tools that will aid other aspiring indie developers in bringing their visions to life.</p>
<p>&nbsp;</p>
<p><strong>Brandon: Shahed, can you get us started by telling me a little about yourself and your history with OnekSoft Games?</strong></p>
<p><strong>Shahed: </strong>I work as a Senior Consultant in the DC Metro area, and have over a decade of experience in web/software development, primarily in Microsoft technologies. I tried dabbling in XNA over the years, and flipped through a few books and tutorials recently. I came home from work one evening, and decided to make a simple Math game, and thus <a title="2D Math Panic" href="http://www.oneksoft.com/games/2d-math-panic/" target="_blank" class="broken_link"><em>2D Math Panic</em></a> was born. I put it through testing and review, and it got published in Sep 2011. I would have been happy with 1 free download, but I was pretty excited when it crossed 2,000 trial downloads and 150+ sales.</p>
<p>For my next project, I used the Platformer Starter Kit, within the Game State Management sample, and released <a title="Angry Zombie Ninja Cats" href="http://oneksoft.com/games/angry-zombie-ninja-cats/" target="_blank" class="broken_link"><em>Angry Zombie Ninja Cats</em></a> in November 2011. I changed the default behavior and interactions of the in-game characters and replaced all the graphics and sounds. Once again, I would have been happy with any sales at all. But, I was quite pleased with 5,000+ trial downloads and 400+ sales within 2 months.</p>
<p><center><iframe src="http://www.youtube.com/embed/C-8JwCGRgmY" height="315" width="560" frameborder="0"></iframe></center><center></center>&nbsp;</p>
<p>I had put together a spreadsheet for myself, to squeeze out some business intelligence from the sales data. I found it easier to create a web-based tool that would auto-generate the charts I wanted. And so, the <a title="XBLIG Sales Data Analyzier" href="http://oneksoftlabs.com/analyze/" target="_blank" class="broken_link">XBLIG Sales Data Analyzer</a> was published on <a href="http://oneksoftlabs.com/" target="_blank" class="broken_link">OnekSoftLabs.com</a>. Word got around quickly, and I was taking requests from developers worldwide.</p>
<div id="attachment_2249" style="width: 310px" class="wp-caption aligncenter"><a href="http://theindiemine.com/oneksoft-games-interview/dataanalyzer/" rel="attachment wp-att-2249"><img class="size-full wp-image-2249" title="XBLIG Sales Data Analyzer by OnekSoft Games" alt="XBLIG Sales Data Analyzer by OnekSoft Games" src="http://theindiemine.com/wp-content/uploads/2012/02/dataanalyzer.jpg" width="300" height="256" /></a><p class="wp-caption-text">XBLIG Sales Data Analyzer by OnekSoft Games</p></div>
<p>I hit some limitations with the current Analyzer&#8217;s 1-button design, so I started working on a more personalized mySDA. The <a title="mySDA" href="http://oneksoftlabs.com/faq/" target="_blank" class="broken_link">mySDA</a> tool will allow login, uploads, cached reports, customized charts, and much more!</p>
<p>In the meantime, I also began work on my next game project, now in the concept and design phase. But first, I wanted to create a template that would contain all the basic elements of an XNA game that is required to pass through the testing/review process. Inevitably, this turned into the <a title="XNA Basic Starter Kit" href="http://oneksoftlabs.com/kit/" target="_blank" class="broken_link">XNA Basic Starter Kit</a>. It can be used by any developer who wants to start a new project, and focus on the game design.</p>
<p>I got some criticism for the simple drawing style of Ninja Cats, and to be honest, that was all done in PowerPoint. I can draw better than the average person, so I started publishing my <a title="drawings" href="http://tinyurl.com/OnekSoftPics" target="_blank">drawings</a> on Facebook to get some feedback. This includes drawings of various styles using pencil, ink, Corel Draw, Toon Boom Studio, Bamboo Drawing Tablet, even an iPad!</p>
<p>&nbsp;</p>
<p><strong>Brandon: I&#8217;ve noticed a definite trend with your development in that you&#8217;ve moved from creating your own indie games to creating tools to aid other indie developers. Why is that?</strong></p>
<p><strong>Shahed: </strong>Actually, it&#8217;s more a &#8220;branching out&#8221; rather just &#8220;moving on&#8221;. I created the tools for myself at first, then decided to publish them when I realized that other developers would find them useful.</p>
<p>The tools would not have existed if I never made any of my own indie games. And I wouldn&#8217;t be able to make better indie games unless I had these tools to guide me. From starting a project (with the Kit) to understanding the market (with the Analyzer), I can now use my own tools for my game project.</p>
<p>My first 2 games grew out of book samples, starter kits, and online tutorials. I hope that my tools will help others grow their projects as well. In fact, I plan on branching out further to other platforms, such as iOS and Android soon.</p>
<p>&nbsp;</p>
<p><strong>Brandon: How supportive do you feel like the indie game development community is?</strong></p>
<p><strong>Shahed: </strong>The support from the indie community has exceeded my expectations many times over. From answering the same old questions during the review process to providing critical feedback after a game release, the developers, reviewers and gamers have contributed more to my projects than I could have ever dreamed of. Some developers don&#8217;t like harsh criticism, but I think that we should take all feedback seriously. It shows emotional maturity, and also helps us improve ourselves. To developers, I say: if someone doesn&#8217;t like something about your game, try to listen and fix it if possible. If you strongly disagree, try to explain your point of view without the namecalling. You may discover that there is, in fact, a problem you would like to address. Just keep in mind that you may not be able to convert those who will never enjoy your game. You can at least make things better for those who really want to like your game, but have some issues with it. This is the community at its best. Reasonable people will understand if you just don&#8217;t have the the time or ability (or the desire) to give them what they&#8217;re asking for. But they will really appreciate it when you take the time to address issues, or explain why you can&#8217;t.</p>
<p>&nbsp;</p>
<p><strong>Brandon: It&#8217;s refreshing to hear you say that. With a relatively open platform like XBLIG, you run into developers of all sorts of maturity levels. As a reviewer, you can never really be sure how they&#8217;ll respond to criticism. So what brought you into the indie development scene?</strong></p>
<p><strong>Shahed:</strong> I kept downloading the free tools from Microsoft every year, but never got very far. When I finally read &#8220;Learning XNA 4.0&#8243; in 2011, I decided to make my first indie game.</p>
<p>I knew that I wouldn&#8217;t be able to sell a lot of units, but I had to be realistic about what I could publish in a short time. The world of indie games is a lot of things to a lot of people. Some people want it to be only one thing to suit their purpose, e.g. harsh critics expect only polished titles while hobbyists just want to get their feet wet.</p>
<p>For myself, I knew that I won&#8217;t be able to create a AAA game unless I get my feet wet first. I believe that &#8220;The person who only shoots for the moon will never get there, but the person who starts building a ladder is already a step ahead.&#8221;</p>
<p>It&#8217;s okay to have a lofty goal in our sights, but we have to recognize what it will take to get us there. Each of us have our own limitations, be it time, money, ability, desire or motivation.</p>
<p>The low entry barrier allowed me to get in, and the community enticed me to stay.</p>
<p>&nbsp;</p>
<p><strong>Brandon: Have you been happy with the outcome of games like <em>Angry Zombie Ninja Cats</em>? Or do you get a greater sense of satisfaction from the tools you&#8217;ve created to help other indie developers?</strong></p>
<p><strong>Shahed:</strong> Yes, I am happy with the outcome of my games. I have found that the best way to measure your own success is to set the right expectations. I made the first working version of <em>2D Math Panic</em> in 1 weekday evening after work. For <em>Angry Zombie Ninja Cats</em>, it was 2 weeks. Sure, it would have been nice to get more sales, but I was happy with the tiny profit and the lessons learned.</p>
<p>After the November release of AZNC, I published an update in December and another in January, based on some customer feedback. During this time, I started working on the sequel <em>Ninja Cats X</em>, for which I continued to develop a core game engine for both games. Improvements to the engine was automatically made in both games, e.g. the new &#8220;Share Score&#8221; feature, and floating Help [?] squares.</p>
<p>Some new improvements are going only into the sequel: new graphics, weather effects, improved level design, better controls to get you around, and better enemies (flying zombie ninja cats with jetpacks!).</p>
<p>As for the tools I developed, I was pleasantly surprised with the rapid adoption of the Analyzer tool. I was also very pleased to see such positive reception for the upcoming Basic Starter Kit. I can&#8217;t say that I had greater satisfaction with one versus the other, since the tools wouldn&#8217;t exist without the games. In fact, I am already planning additional tools to help with better peer reviews, and easier promotion of XNA games.</p>
<p>This is only the beginning and there will be something for everyone! <img src="http://theindiemine.com/wp-includes/images/smilies/icon_smile.gif" alt=":-)" class="wp-smiley" /> </p>
<p>&nbsp;</p>
<p><strong>Brandon: I&#8217;m consistently amazed by the support structure within the various indie communities that we cover, particularly with indie game developers. It&#8217;s really great to see people helping each other out using the mistakes and lessons already learned. Do you have a plan for when the Basic Starter Kit will be available for the public?</strong></p>
<p><strong>Shahed:</strong> I was planning on releasing the initial version of the Basic Starter Kit in February, so it will probably be around the last weekend of this month.</p>
<p>It&#8217;s a bit challenging to bring together a mix of independently-developed modules and present them as one coherent solution. So I expect to make ongoing changes based on developer feedback.</p>
<p><center><br />
<iframe src="http://www.youtube.com/embed/RWPxa6DZrDE" height="315" width="560" frameborder="0"></iframe></center><br />
<strong>Brandon: Earlier you mentioned you were working on a sequel to <em>Angry Zombie Ninja Cats</em> called <em>Ninja Cats X</em>. What else can you tell us about your future projects?</strong></p>
<p><strong>Shahed:</strong> Besides <em>Ninja Cats X</em>, I started work on an action sidescroller called <em>Action Ethan</em>. This is the story of an unemployed stuntman, who takes to the streets to fight criminals and make a name for himself.</p>
<p>Next up is a fighting game, like <em>Street Fighter</em>, but with weapons. Not just classic weapons like <em>Soul Calibur</em>, but more weapons with ammo. Maybe a little like <em>Power Stone</em> with multiplayer. <img src="http://theindiemine.com/wp-includes/images/smilies/icon_smile.gif" alt=":-)" class="wp-smiley" /> </p>
<p>These games will be built on the Basic Starter Kit, which will help me to continue enhancing it. They will also feature my own drawings, which will help me improve my art, and allow me to recruit aspiring game artists.</p>
<p>&nbsp;</p>
<p><strong>Brandon: Well we here at The Indie Mine wish you the best of luck in not only your new game development, but also with your support tools for other indie developers out there. Thanks for taking the time to talk to us.</strong></p>
<p><strong>Shahed:</strong> Thanks for the support and encouragement! I&#8217;m happy to be there for the XNA Community, whose members have already helped me so much!</p>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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