| >it's certainly possible to create a quality game under time constraints in C++, Java, what-have-you, my thoughts however are that HTML5 is the optimal platform for that. you should probably substantiate that, at least in the article if not here, as you have not given any reason for why this would be true (I have no idea if it is or not). It may well be, but nothing of what you wrote in the article supports this. EDIT: let me clarify: * Mobile Support
(large support is not speed of development) * No compiling
(the only thing that seems somewhat related. Many things don't need to be compiled this days though) * It’s not a plugin
(irrelevant to the speed of development, at most a distribution issue) * It’s not controlled by a single corporation
(irrelevant) * More active development
(doesn't make you faster) * HTML5 games get more attention
(irrelevant to your speed) If you meant "wanting to support gaming in mobile and desktop quickly html5 is the best solution" then it could make sense. |
- Want to port your game to a new platform (game console? embedded device?) - just get webkit/mozilla/<your favorite open source browser> to compile. Although this is no small task, in many cases it can be easier and way faster than rewriting the code for an entire game. not to mention this mandates one port per console, rather than one port per game per console. N^2->N time savings :D
- Not being controlled by a single corporation is incredibly important. Take iphone games: want to update your game to use some newly released feature of the sdk? Get ready for 1+ weeks of waiting for approval. Notice a low-level bug in the sdk? ha-ha, have fun talking to Apple's technical support. These are the obvious reasons, there are a million-and-one examples as to how limited access can slow down - and even halts - the game development process.
That's all I have time for now, I'll try and think of some more later
Edit: too/to