unchartedsectors

joined 3 weeks ago
[–] [email protected] 2 points 4 days ago

Thank you for the link, I didn't know the inner workings of it :)

[–] [email protected] 6 points 4 days ago (1 children)

I'm using Ubuntu myself to develop actually so I'm kind of doing that all the time. The problem is, my machine isn't everyone's machine, my drivers aren't anyone's drivers, and so on.

In the end I think that I'll try to give Linux builds to testers to see if they report a lot of bugs or not and decide at that moment if it's too much work or not.

[–] [email protected] 2 points 4 days ago

Haha problem is I have a kid to feed, and I fear that cutting myself from 90% of my potential player might be a bad play if I want to be able to continue feeding him

[–] [email protected] 3 points 4 days ago (1 children)

Yes my bad haha I had trouble to find another way to write that title which wasn't too long but would mention Steam

[–] [email protected] 2 points 4 days ago

I was going to do it anyway, but your answers gave me even more confidence in how important it is! Thank you :)

[–] [email protected] 1 points 4 days ago

Well, that's what I'm doing, I'm not writing for Windows specifically, and I'm using an engine that works well with any OS. But there is a difference between making the build and supporting it, it's an actual commitment. Like others said here it's a bad experience to try to use a native build and have it being bad or worse than a Win build that goes through Proton.

In the end I think I'll make builds and try to find testers for every OS, and try to estimate the viability of having a specific build using their feedback.

[–] [email protected] 0 points 4 days ago

Well, it's not a quick game made in 3 months and then I go on to the next. I fully intend to support it and give my players the best experience I can. So it's not as simple as "click the export button", I have to actually commit to support the builds.

[–] [email protected] 3 points 4 days ago (1 children)

Well, I'm using Godot which can target all three big OS, though clicking on the export button and actually supporting a platform is not the same.

In the end I think I'll try to make builds for all OSes and have testers for each platform, and estimate the viability of the builds from the amount of bugs they give me back.

[–] [email protected] 2 points 4 days ago (1 children)

I didn't know there was such a demand for GOG. Thanks to this post, your and others' answers, it's on my radar now :)

[–] [email protected] 1 points 4 days ago

Haha maybe EU4 is good though, it happened to my with Vicky 3.

[–] [email protected] 1 points 5 days ago

You're welcome, thank you, and welcome aboard :)

[–] [email protected] 3 points 5 days ago

Glad to count you aboard then :) don't hesitate to subscribe to the newsletter (https://uncharted-sectors.com/) to be informed. It also registers you to have an access to the closed beta

I've found some communities on Lemmy indeed, I'll share progress when I'll have interesting things to show

 

Hey there!

I'm a solo dev working on a sci-fi grand strategy game (I didn't manage to find if self-promo is allowed so I'll keep the name for myself).

I was updating my planning and started to think: since my game will be published on Steam, it will be playable on Linux using Compatibility Mode even if I don't specifically target Linux itself. I myself play on an Ubuntu and this allows me to play almost every Windows game (old ones are more capricious, but recent ones are ok).

So I'm wondering, is there really an advantage to have native Linux support nowadays? As a solo dev, the thing I lack the most is time. The days/weeks/months it would take me to add it and fix all the probable bugs it entails could be used to improve the game itself or add features instead for example.

On a more general note, what do you other Linux players expect from a Linux game?

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