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What software is best suited for xbox 360

by simon Wilkins · in General Discussion · 05/27/2009 (4:32 am) · 15 replies

Hi

Could any tell me what software would be best suited to the Xbox 360. So I can develope a game like cod

Thanks

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#1
05/27/2009 (4:36 am)
You can develop a game for the 'community games' section of XBL using XNA and TorqueX 3D.

For an XBLA title, or even a full release title, you need to be a licensed XBox developer.

Matt
#2
05/27/2009 (2:17 pm)
Thanks for the help,

but if I have xbox live license what software will I need.

Simon
#3
05/27/2009 (3:02 pm)
@Simon: If you have an xbox live license (not creator's club, that isn't an xbl license), you would need Torque 360.
#4
05/28/2009 (3:47 am)
Simon,
As Stephen said, if you are a licensed Xbox developer, you would need Torque 360, which you have to talk to Garage Games directly to get. It is a full commercial product, and Garage Games will need to verify your company is a licensed Xbox developer.

A XNA Creators Club membership is not the same as being a licensed Xbox developer, which is very very expensive (compared to the pricing of GG products anyway).

It is likely that if you are asking these questions on this forum, you are not a licensed Xbox developer, in which case, you should get an XNA creators club membership from Microsoft, TorqueX3D, and develop games for the Community Games section of Xbox Live.

Matt
#5
05/29/2009 (2:49 am)
Thanks Matt

Next question, what soft ware would i need for the PS3 and agian is there a license needed
#6
05/29/2009 (4:43 am)
I don't have a PS3, but I think you need to be a Sony licensed developer, again thats gonna cost you big money. There are no Garage Games engines for the PS3 as far as I know (it is renowned for being an awful platform to write for).
#7
05/29/2009 (8:08 am)
Thanks Matt

Next Question

Can I discuss get a team together to produce a AAA title for the xbox on this forum.

#8
05/29/2009 (8:25 am)
you need to start working on things yourself before you think of getting a team together. If you want to actually sell a title your going to need something to demo to people in order to get their money/time/support.

Given you dont have a background in game development, and are asking these basic questions, you need to start much much smaller.
#9
05/29/2009 (12:36 pm)
Sorry To burst your bubble here Simon,

However the replies given are right on track. Two things to keep in mind when working on a game title or concept:

1st; think with in you’re own budget and capabilities. If you can afford to gain a license to produce x box games then your one step closer to your goal. If you can not afford the licenses and your still bent on getting it, then you will need to prove to someone that does have the money that you can produce a profitable game. Either way you will need to demonstrate your ability and talent to produce what you call AAA games.

2nd; If you want to assemble a team to build games, for any platform, then you need to be ready to do one of two things. Offer them payment for their time, i.e. hire them at an hourly rate, or offer them an equal option such as a stake in the company or ownership in the game title. Either way it all equates to one thing… money. And if you don’t have any money to keep people happy then you should look to friends you know to help you work on game titles until you strike a lucky brake and sell a concept.

It’s hard work, as it should be. If it were easy then everyone would be doing it and no one would have a payday… and if that was the case no one in turn but the truly devoted would produce titles… back to square one… it’s hard work, think small, think in development terms that you can accomplish right now with tools you already have.

Is it possible to assemble a team through this forum?

YES it is… but remember it’s kind of like selling ice to an Eskimo.
#10
05/30/2009 (4:45 am)
Hi Matt and Datamancer

My bubbles have been burst many times working on this project, but lucky for me I have some left.

I have done a lot of work on this project from GDD, websites, investment stats, company profile, cost forcasts, sales, marketing flow, profit structures, game release strats, and many other bussiness/development related case studies.

I have even started 3d modeling.

I have spoken and mailed every games development company I can find and all gave the same responce. Sorry not interested with out even seeing the GDD.

I now starting to see some of my ideas being used by other developers. which is a bit of kick in the teeth.


Ideally I would like to get the GDD to a working game as cheaply as possible. I would like any one who helps to profit fairly from this.


I will give the website address soon but was usure if the forum would allow users to canves..






#11
05/30/2009 (5:43 am)
Quote:
I have done a lot of work on this project from GDD, websites, investment stats, company profile, cost forcasts, sales, marketing flow, profit structures, game release strats, and many other bussiness/development related case studies.

How could you have realistically done cost forecasts without knowing what tools you'd want to use? For targeting consoles for a AAA title, your tools outlay could be anywhere from $100,000 to around $3,000,000, depending on what middleware you use, the licensing structures, whether you'll be paying royalties, and many other factors. Or is this thread part of that?

In the current economic state you'll have a hard time getting investors interested in a game without some inside influence. If you really want to be taken seriously, you'll want to try and network with other professionals that are either currently in the industry or have somewhat recent credits.

As for trying to build a team, you'll probably want to post in the "Jobs" forum here. Another decent place to do this would be on the Help Wanted forums at gamedev.net.

Also, if you really think your ideas have unique merit, get yourself an NDA drafted, and make sure anybody who you show your design doc to signs the NDA first. This may limit some of the people who will be willing to work with you, but at the same time it will help filter out those that aren't serious. Anybody who has been around the block will be accustomed to NDAs and shouldn't have a problem with that. And it will give you some level of protection for your IP.
#12
06/01/2009 (10:47 am)
I agree Gerald

That the cost forcast is at best approx. But I have too have a budget and a starting point. Thats way I am asking so many Questions.

I have a non dis-closure agreement, which I am reading at present.

I will try Gamedev.net

Thanks ALL

#13
06/06/2009 (4:29 am)
My Website is now running. If you would like to visit it please give me your email address and I will forward you a login in name.

Thanks all

Comments wanted.
#14
06/07/2009 (10:00 pm)
All around great advice and it's good to see how well you're welcoming some harsh points Simon, definitely keep your bubbles :) We are "GarageGames" because we too have and have had our own bubbles (some have come into nice fruition).
#15
06/12/2009 (2:20 am)
Thanks matt

All I am still slogging on, I have started 3D modeling now and tried XNA which is a bit confusing.

Thanks Agian all.