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Microsoft XBox (Games) Games

Microsoft Will Allow Indie Self-publishing, Debugging On Retail Xbox One 99

tlhIngan writes "Microsoft was the last platform manufacturer to require that all games go through publishers, a much hated policy. Indeed, their approval process was one of the harshest around. But now Microsoft will allow indie developers to self publish, and allow retail Xbox One units to serve as developer consoles. Previously, self-publishing developers were relegated to the 'Xbox Live Indie Arcade' section, as well as developer consoles often costing upwards of $10,000 with special requirements and NDAs. This puts Microsoft's Xbox One more in line with Apple's App Store, including Microsoft's new promise of a 14-day turnaround for approvals. Microsoft's retail debug console system is to work similarly to Apple's — that is, to run pre-release code, the individual consoles used have to be registered with Microsoft."
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Microsoft Will Allow Indie Self-publishing, Debugging On Retail Xbox One

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  • Yep! (Score:3, Informative)

    by Knuckx ( 1127339 ) on Wednesday July 24, 2013 @07:41PM (#44375635)

    On the Xbox 360, you can use a retail console as a (limited) devkit for developing Xbox Live Indie Games with XNA. This requires two things: XBLIG Membership attached to your Xbox Live account, and the development/debug tool installed on the Xbox 360 (XNA Game Studio Connect). XNA Game Studio Connect requires you to be signed in to Xbox Live with an account with XBLIG membership before it will launch unsigned code. If at any time during execution of unsigned code your network connection drops, or you sign out of Xbox Live, the hypervisor/debugger forcefully resets the console.

    I am gonna guess that you are 100% correct in your guess of retail XB1's behavior when running unsigned code - at least going from my use of XBLIG/XNA Game Studio Connect.

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