{"id":39215,"date":"2018-08-10T22:53:00","date_gmt":"2018-08-10T22:53:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/324255"},"modified":"2018-08-10T22:53:00","modified_gmt":"2018-08-10T22:53:00","slug":"salt-and-sanctuary-devs-explain-how-xna-shaped-their-game-making-ways","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/08\/10\/salt-and-sanctuary-devs-explain-how-xna-shaped-their-game-making-ways\/","title":{"rendered":"Salt and Sanctuary devs explain how XNA shaped their game-making ways"},"content":{"rendered":"<p><em>Salt and Sanctuar<\/em>y, the 2D <em>Dark Souls<\/em>-inspired game that launched on Steam and PSN last year, has recently made its way to the Nintendo Switch, joining a slew of other sidescrolling games launching in August 2018. Since then, Ska Studios developers Michelle and James Silva have had a lot of time to reflect on their game&#8217;s success, and what it owes to their history making games using XNA for the Xbox Live Arcade platform.\u00a0<\/p>\n<p>Today on the Gamasutra Twitch channel, we got a chance to talk with the Silvas about that game-making history, and what life has been like since Microsoft announced it wouldn&#8217;t be supporting XNA on the Xbox One. It&#8217;s a path that shows how much game developers of different stripes make the best out of their respective tools, and when they&#8217;re poised for success, they find themselves able to adapt to surprising circumstances and create games that find a huge crowd.\u00a0<\/p>\n<p>Developers interested to know about what happens when you rely on specific game-making tools to make your own game should definitely watch this chat, which can now be seen up above.\u00a0<\/p>\n<p>And while you&#8217;re at it, be sure to <a href=\"http:\/\/Twitch.tv\/Gamasutra\">follow the Gamasutra Twitch channel<\/a> for more developer interviews and editor roundtables.\u00a0<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Salt and Sanctuary, the 2D Dark Souls-inspired game that launched on Steam and PSN last year, has recently made its way to the Nintendo Switch, joining a slew of other sidescrolling games launching in August 2018. Since then, Ska Studios developers Michelle and James Silva have had a lot of time to reflect on their [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":39216,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-39215","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/39215","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=39215"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/39215\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/39216"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=39215"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=39215"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=39215"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}