I'm losing my favourite game
Nov. 17th, 2010 10:47 amI don't post about work here much. But just for once...
I work for a company that's been building a cross-mobile (and indeed cross-device, should you wish to play games on an internet-enabled telly or a high-powered toaster) platform for casual games. And our game store is now up and running:
www.antixgames.com
This is what our marketing department is calling a "soft launch", which appears to mean largely un-publicised. We support only a couple of phones[*] at the moment, and don't have a large range of games. But if you're willing to install a plug-in, you can pop along and try the games out in your (Windows) web browser.
Those of you who've heard me on the topic of work recently will instantly identify the actual bits I've actually been involved with :)
[*] Number of phones our software runs on: big. Number of phones our software runs on which have been properly tested and exhaustively verified and can be considered market quality: small.
I work for a company that's been building a cross-mobile (and indeed cross-device, should you wish to play games on an internet-enabled telly or a high-powered toaster) platform for casual games. And our game store is now up and running:
www.antixgames.com
This is what our marketing department is calling a "soft launch", which appears to mean largely un-publicised. We support only a couple of phones[*] at the moment, and don't have a large range of games. But if you're willing to install a plug-in, you can pop along and try the games out in your (Windows) web browser.
Those of you who've heard me on the topic of work recently will instantly identify the actual bits I've actually been involved with :)
[*] Number of phones our software runs on: big. Number of phones our software runs on which have been properly tested and exhaustively verified and can be considered market quality: small.
no subject
Date: 2010-11-17 11:12 am (UTC)Ugh! <sadface>
With Unity running on Android and iOS now that's really not very tempting.
no subject
Date: 2010-11-17 11:14 am (UTC)no subject
Date: 2010-11-17 11:16 am (UTC)But the thing is it's very hard to justify developing a game in a language like C++ when I could be using a modern language like C#, ECMAScript or whatever and get the same work done in 1/10 of the time.
Historically all the good languages used to be slow, but this just isn't the case anymore.
no subject
Date: 2010-11-17 11:22 am (UTC)no subject
Date: 2010-11-17 11:26 am (UTC)It's not open source though, so the porting would have to be done by Unity themselves, which might be hard to motivate.
no subject
Date: 2010-11-17 11:45 am (UTC)no subject
Date: 2010-11-17 11:45 am (UTC)no subject
Date: 2010-11-19 09:15 am (UTC)no subject
Date: 2010-11-19 09:24 am (UTC)Perhaps more importantly, these sorts of games place a much heavier load on system graphics calls and on the hardware than on code written by the developer. Making your code twice as fast doesn't make your game twice as fast, but making it take ten times longer to develop does make it ten times more expensive.
no subject
Date: 2010-11-17 11:17 am (UTC)