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Early days, but so far 20% of sales of The Protagonish on Linux, only 2% for Mac!
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I'm curious: How did having to support multiple platforms affect the development process? In what ways did it affect the technologies used or the development process itself, testing and bug fixing? What about bug reports?
On an unrelated note, a lot of people in the reviews say they'd love to see a longer, further developed game based on this idea. Do you have any plans for it?
@theshatterstone54
I feel the concept would wear thin over a longer game, and the idea was for the team to make our first short game, learn our lessons here. Then working on a unrelated full-length game from January!
@theshatterstone54 We used a engine called Visionaire Studio, which had issues, but made creating cross platform builds very easy!
There were specific issues with some platforms we were aware of before starting development (image file type support for example) so were able to anticipate a lot of issues.
Had 3 computers in the office for Windows, Mac and Linux testing, and didn't see any differences in bugs (thanks to the engine)!