Depends on which XBox, and which DirectX, and if you get access to a DevKit. To my knowledge those come only after serious contract work and only with a lot of liabilities. Apart from that it should be doable if you're a seasoned coder. XBoxX/S offer DirectX12 AFAIK, input and stuff should be doable. You'll have to handle a hell of a User Experience Guide, though. The one I saw for the PS4 was >100 pages of regulations, and I imagine it only grew since then.
On the coding side it's just C++ with a special version of Visual Studio you'll get along with the compiler, SDK and so on.
Many thanks, that's really useful.
I'm getting the impression it's not going to be a trivial job, porting and getting released on Xbox. It may make more sense for me to just target Windows desktop for now; and potentially pay someone to help port to Xbox, if it seems worth doing further down the road.
What would you recommend for just regular Windows game development?
I'm using my own engine (well, layer of abstraction, that sits between my game code, and, the platform game is running on). Already have abstraction layers for Mac, iOS, Android; I'd just want to get something in place for Windows; so setting up a window (only need 1), handling app life-cycle stuff, input, rendering (DX11 I guess, people are saying DX12 is much more complex to setup), sound, etc.
What project type in Visual Studio, should I be looking at; and are there any good sample projects I should check out?
Many thanks again.
