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by wly_cdgr
1441 days ago
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Yes. This is the main and only major thing that is holding Godot back from mass indie adoption. I would choose GMS2 or Unity over Godot for a 2D commercial indie project even though GML is worthless on a resume and Unity has all the Unity problems, because they build to all the consoles. Or Defold, since it is really nice and at least can target Switch.
And I would choose Unreal or Unity or maybe even Cocos Creator (which recently added Switch support) for a 3D project for the same reason. If you want mass adoption, you need to make it financially viable for commercial indies to use your engine, and good luck convincing those people if they know they need to hire a 3rd party company to port to consoles. Since Godot can't really go the console route, though, they basically need to do the work of figuring out how their users can make enough money on just web, mobile, and/or desktop, and then articulate and successfully sell that solution to them. Steam Deck could help for sure, but it's a big ask |
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Wait, why not? I thought it was a deliberate choice on the devs' part not to prioritize native support for consoles, not something that's actually impossible (since obviously other third party engines do it).