I'm a professional game developer from Wakefield, England, working as a senior programmer for Rebellion North.
I'm a married father of five and I a also sometimes do Retroburn stuff.
Martin 'Bytrix' Caine
Father. C++ Games Programmer. Cyclist. Guitarist.
emailfacebooktwittermessengersteamxboxliveretroburn
Tags
2013 3d alphalabs amazon apple archivirtual asynchronous battlefield bad company 2 ben 10 bepu beta blackmagic design blog blue marble bootcamp borderlands bsp calibration charity charvel childsplay comments competition content tracker counter-strike crash csgo css3 cycling dear esther deferred deus ex develop conference direct x discipline documentation doom 3 bfg dpi dr bott eidos elite force email deliverability eurogamer expo facebook focus fresnel game development game horizon game republic gamedev games gaming geoip girls make games global offensive grid guitar half-life 2 hawken hd7 hobbyist htc humble indie bundle imac indie indie trials indietrials intensity pro ip-countryside iron man 3 jamulus rift jquery kids kinect launch conference left 4 dead live lost mac mac osx manchester manhacks mass effect 2 matrox maya minecraft mirrors edge montreal morrowind movies museum of the microstar music mxo2 mini mysql nausea network networking nokia normal mapping obj oculus rift omnitrix ouya pedal for pounds php physics playstation suite port25 portal portal 2 positron posters powermta project aedra project euler promotion properties proton pulse ps vita ps4 psn racer reddit rendering retroburn game studios reviews rift racer riftracer roadkill roller coaster sdl2 shadow racers sharks shoct skyrifters snds space cadet spam trap star trek steam stencyl storage super stock sd1 fr superhot team fortress 2 tesselating tesselation texture editor thunderbird thunderclap ticktock games tiga track builder track bulder trials tv twitter uk ultimatrix usergroup vequencer video vireio visual assist visual studio vorpx voucher vr vr cinema war thunder warren web willow windows 8 windows 8.1 windows phone 7 workbench wp7 wp7dev xbla xblig xblig network xbox xbox live indie games xna xnaukug xperia play zombies on the holodeck
Archive
Links
Web
XNA
Games
Email Deliverability
Monday, March 21st 2011 / XNA

Networked storage for XNA / XBLIG games on Xbox Live

I've just submitted this issue on Connect (Microsoft's 'Bug tracker'), if you're an XNA developer interested in developing for XBLIG please read and 'vote-up' my issue (note you'll need to log in to a Live! account first):

https://connect.microsoft.com/site226/feedback/details/652605/networked-storage-for-xna-xblig-games-on-xbox-live

I suggested this on the Creators Club forums a long time ago but thought I'd post this after some people on twitter said I should:

Basically what I'd like to see happen in the future is the addition of some sort of networked storage on Xbox Live for XNA made XBLIG games to have access to.

I realise this is a big ask in terms of infrastructure that would have to be set up but I think you would see a whole new generation of games with much more advanced community features built in.

The way I'd see it working is in a similar way to how we access storage on local devices. You'd be able to query the networked storage to grab a list of available files and download them to the local device. You'd also be able to push files to the networked storage.

I'm currently working on a track building 3D racing game and the addition of this type of storage on Xbox Live would help build a community around the game and allow players to easily share their creations with other players.

Back-door code could easily be added to the game allowing an administrator gamertag to be able to manage the files on the networked storage while only providing limited access to all other 'normal' gamers.

This suggestion is similar to http://bit.ly/ffs7Nq but I don't think we need quite so much storage space, and I thought I'd include a little more detail, I specifically see this space as networked storage and nothing more.

I understand there are issues that would need to be addressed with this however, it could potentially be mis-used in an attempt to create a 'server' for a real-time game. Some limits would have to be imposed to make sure it's used in the proper way to share data in the way I explained. It could also store high scores and other data (probably a file per user, all with a certain file name prefix) and would effectively give us true global scoreboards and global distribution amongst all of our players rather than having to rely on peer to peer networking as we currently do.

I hope this does make it into the framework and Xbox Live in the future but as I mentioned I do understand the complexities involved with implementing this so don't expect it soon.

Fingers crossed,

Martin


If you found this post helpful please leave a comment below:
 
Comments
Tags:   live   network   storage   xblig   xbox   xna
0