#Is it possible
1 messages · Page 1 of 1 (latest)
there's a new Unity package which helps with some parts of console porting: https://docs.unity3d.com/Packages/com.unity.platformtoolkit@1.0/manual/index.html
Me and my friend were making a zombie survival game sort of like black ops one but are own take on it to make it unique and we are learning codeing along the way
No, it's impossible, that's why no one has ever made a video game before. It's a shame, video games sound cool I hope one day they're real
Console Platforms like PSN and XBox demand that your game meets certain baselines to be licensed. These are for the most part common sense things that any customer will expect from any game. Basic performance, no save-file corruption, game does what you advertise it as. But on PC you can get by without respecting them. Most code-things are handled by SDKs you get from the platform providers once you are a registered developer. The rest is provided by unity. The actual work to port a game, if you've built it correctly, is minimal.
The actual work is more in organizing the certification process, setting up the dev-kits and first-time learning. Once you've done it once or twice, its almost no extra effort. The common practice when doing cross-platform dev is to target the weakest platform, use its specific constraints and then all the remaining ones fall into place.
if you use asset-store assets, your certification will likely fail multiple times because most asset-store devs don't test their stuff on consoles. If you target consoles, using only standard tools and APIs is strongly recommended. Once you start 'doing your own clever stuff', nobody will help you fix that (not for free anyway). Platform documentation also assumes you are coding in C++ and if you don't have engine source-code, you won't have fun fixing weird crashes.
the unity package mentioned above only helps you with the trivial parts you can DIY easily.
actually, building for consoles can be easier than for PC, since consoles give you many guarantees that dont exist on desktop platforms. Particularly savegames are fairly trivial on consoles which gives you atomic writes free. Many don't actually realize how brittle a simple File.WriteAllBytes() on windows actually is.
@gilded flame thank you very much for all the info I sent you a friend request if we could talk in dms I am new to video game Dev but I want to learn maybe you could talk with me
if you make your game support controller then you’ve done it
you can add platform specific features when you get their access
xbox is the most accessible platform with a $19 fee for the dev kit activation on a retail xbox 1/x/s
When you want to run your game you build it with UWP
specifics for other platforms are hidden behind NDA however (including the xbox developer program id one)
publishing on console is definitely harder though, steam will let you pay their $100 and it’s fine as long as your game is legal but consoles have to fit a much more strict criteria
as far as the coding goes if you’re only targeting basic features such as it running and it uses controller it’s not much harder
it running just requires you to build it properly
if you’re using new input system it using controller is just adding more stuff tot eh input in the settings
We're making a round based zombie game like black ops one starting with 1 map and adding a new map every 2 months
Maybe we should start with steam than down the road make it for Xbox and such
if you do publish, whatever price you set on steam must be the same price on all other platforms
Ok it won't be for a very long time we are still in the stage of making the map and ideqs
we don't do DMs here, generally. it negates the benefits of a community server