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I bought your poker game earlier and am enjoying it. Well made! A few questions: - What made you decide on designing a game for mobile vs PC/consoles? - Did t
by pwpw 4y ago
I bought your poker game earlier and am enjoying it. Well made! A few questions:
- What made you decide on designing a game for mobile vs PC/consoles?
- Did that introduce different challenges?
- Lastly, what engine did you, if any?
- bmalicoat 4y agoThanks for the support, really appreciate it! Glad you're enjoying Pine Tar too :) Mobile vs PC/Consoles - I have more mobile experience and the path to publish is more straightforward. Getting through Apple and Google takes very little time and is quite easy. To pull off Steam properly you probably want achievements (more art + localized strings), Xbox and Nintendo require them to approve you. Funny enough I'm in the process of porting it to Steam and hopefully Xbox and fingers-crossed even harder hopefully Switch. I do think you can charge more for the same game on PC/Console than on mobile. There are a lot of examples of this, so probably starting on PC and then going to mobile makes the most sense. Challenges - Some challenges now that I'm porting the game: The game on mobile lets you tap anywhere in a 3d world. For PC/Console, you might have or likely have a gamepad so I had to make a cursor that was aware of what direction you pressed and "focused" the next object that was tappable and hopefully matched your intent. This is handled for you in Unity if everything is UI-space, but I have a mixture of world (3d) and UI (2d). This is the first game I did a full localization pass on, so finding translators, setting up the game for new languages, and making sure fonts had all the necessary characters without increasing the game size by 2-3x was a bit of a challenge. I am very happy with my solutions though and plan to use them on future games. Engine - Unity. I have the most experience with it. I am tempted by Godot and to a degree Bevy (Rust is nice!), but I haven't seen enough games ship multi-platform on these "newer" engines. Unreal is nice, but beyond my needs right now.