Re:Custom Game Engines: A Small Study
by _bxg1 on Friday April 24, 2020 @01:56PM
(#22971056)
> At that point, the advantage of having a "build for Android" button is greatly diminished.
Not at all. Handling different input styles (mouse vs touch), while not trivial, is a tiny fraction of the other work listed above that goes into targeting multiple platforms. Unity/Unreal let you focus on just that tiny part that actually matters to your game.
> If you're only targeting PCs (and I think most Indies are)
This is also not remotely true. The current generation of consoles, in particular, have been huge for indies. The majority of the games released on them have been from indies. And if you're taking gamepad input, you don't really even have the input-mode speed bump when it comes to supporting multiple platforms at once. Probably the only concern you'd have to deal with is level-of-detail, but you'd have to do that for PC anyway, and the engines give you tools that assist with it.
Not at all. Handling different input styles (mouse vs touch), while not trivial, is a tiny fraction of the other work listed above that goes into targeting multiple platforms. Unity/Unreal let you focus on just that tiny part that actually matters to your game.
> If you're only targeting PCs (and I think most Indies are)
This is also not remotely true. The current generation of consoles, in particular, have been huge for indies. The majority of the games released on them have been from indies. And if you're taking gamepad input, you don't really even have the input-mode speed bump when it comes to supporting multiple platforms at once. Probably the only concern you'd have to deal with is level-of-detail, but you'd have to do that for PC anyway, and the engines give you tools that assist with it.