@godotengine
@reduzio
"It must support the platform efficiently (the port must be optimized for it)."
Does this mean if a game uses my
@firebase
plugin that, because it isn't officially supported by Google, it likely wouldn't pass muster? I realize the game must be okay, but what about libraries?
@godotengine
"...only large studios with a strong technical backround are assumed to be able to do it."
Typo.
Also, I have a switch dev console, and I'd give an arm and a leg to be able to use godot on the switch. In fact, I might have a quick looksie at the code...
#gamedev
@godotengine
Curious, since I'm lacking the console to test this, but how does the UWP version play into this? As far as I know UWP can be published to Xbox, too, but I might not be up to date there. One would still need to get licensed, obviously.
@godotengine
I feel there is a "full disclosure" part necessary for the external companies that assist with porting to consoles section, since a GODOT Engine Co-Founder and current GODOT Project Leadership Committee member is the founder of one of those said company.
@godotengine
When rocket league released on ps4 (for free) psyonix almost ran into bankruptcy. Their steam release saved them. What a save!
I read that somewhere, but have no article on hand
@godotengine
To be frank, a Nintendo Switch port should actually be perfectly manageable, as there would be no separate renderer necessary there - just a thin layer of platform code. Other platforms are less lucky though.
@godotengine
Strange decades old business strategy when you have billions of computers and mobile devices with documentation available. Competitors stealing information? They can easily do that anyway. Run stuff without permission? There's a single store, you cannot. Just silly.
@godotengine
I've heard many devs being concerned that there's no first party support for consoles, but I'm fine with knowing there's 3rd party companies who can do it for you if the need arises.
Honestly if my game gets big enough to consider consoles, at that point it won't be an issue.
@godotengine
UWP is still supported by Xbox and has full access to the power of the Xbox One X.
On the base Xbox One only thing it lacks is access to the ESRAM.
@godotengine
Console support isn't the end all of features. We tend to forget the majority of people on the planet have no access to modern consoles.
I prefer the engine to be feature rich and stable for the platforms it supports already. Desktop and mobile is plenty.
@godotengine
Thanks! The main thing that I feel could be missing is: what's the cost range of a console port by pineapple/lonewolf/gotm/etc and the main factors that influence it?