After a little break from “Deep Blue” and XNA in general (due mostly in part to the fact that the “Upgrade” from XNA 3.1 to 4.0 was more painful than a root canal), things are rolling again.
I’ve been doing a good bit of tinkering with Unity3D, which seems to be much easier to pickup than XNA dev but at this point it wouldn’t make any sense to start over again. So…possibly in a sequel game :)
In response to my previous post (back in November) about the “Future of XNA”. It seems to be pretty secure for the time being (although it’s leaning heavily toward the Windows Phone 7 market…which has yet to do much of anything).
They moved the indie games tab BACK to the games section of the XBox 360 dashboard. Hopefully whoever suggested that it be moved next to the “avatar clothes” section was hopefully fired.
And believe it or not, Deep Blue is finally running in XNA 4.0. There are still a few minor details to work out, but I think I’ll spend more time optimizing code than picking up the last few pieces of the conversion.
I’ve also been taking a 14 week XNA workshop online for the past 3 weeks. Currently we’re covering a lot of 3d development, which is only marginally related to Deep Blue (being a 2d game), but it does have Connor recommending that the next Deep Blue game be in 3d.
Things are still expected to move a little slow as I get my XNA legs back under me. But the ball is rolling again.