The choice of an engine can set expectations, making complaints about some things more common in one engine than complaints about the same thing in another engine. None of TheArchitect's games have Android ports that I'm aware of either. If they were to be adapted into VNs they'd likely work fine in RenPy with pre-rendered images and animations but they probably wouldn't have a lot of the same gameplay mechanics. As they are, they're better suited for Unity simply because more of the foundations are there for the style of gameplay those games offer. Goons Raider Her is a sidescroller with point-and-click puzzles if I remember correctly and Lust is Stranger is a 3D game. On the topic of TheArchitect's games, where this conversation has its roots, his games aren't typically straight VNs. I'm not saying that makes all the sense but it appears to be a largely shared sentiment. We've already seen someone in this very thread recently express their preference for AVNs to be in RenPy over Unity largely down to their expectations. What you can expect from players in regards to AVNs built in Unity is that they'd cry out for a RenPy version before they start crying for Android ports. I'm talking purely about heavy RenPy games and the expectations players have of RenPy games. Choosing your engine can sometimes be about setting expectations. Unity games absolutely are a thing on Android, you can't avoid them in the app stores, but when it comes to AVNs nobody expects Android ports for whatever reason, and you rarely see them. But I also wouldn't expect most people to expect Android ports of Unity games. I want more LocJaw imagesĬlick to expand.No. I don't want to talk all this shop though. Games like Summertime Saga could probably push the number of animations a heck of a lot further before causing anyone problems. so while I'm pointing out animations can be a problem I'm thinking purely about titles that try to push their visuals as many Daz-using devs do. Fewer colours and lower resolutions are required to allow the visuals to shine etc. It's worth noting that 2D toon aesthetic titles can get away with more by the way. But anyone trying to make this their job is gonna want to take even the vocal minorities seriously if they want to get anywhere. There are plenty of RenPy games that are desktop only (with attempted fan ports maybe) that go ham with animations. I'm talking from a purely business-minded standpoint. I'm not arguing with you about whether RenPy games can have animations or use them well etc. Animations are still commonplace on major event pieces, namely the actual sex in an ero game, but too many and they cause problems so they get used more sparingly. I'm saying that devs can't be as creative with their use of animations as maybe they want to be if they want to sell to the largest number of people possible. So the standard solution seems to be to just streamline, and if you want a mobile release the desktop version will suffer from the same restrictions for the dev's and the release schedule's convenience.Īgain, I'm not saying devs will completely ignore or avoid animations for the sake of their mobile player base because, as I said, the tag is too attractive to ditch them completely. I've also seen devs try to handle this by making a separate lighter weight version for mobile with more compressed images and foregoing the animations but by then they're basically working on two games at once and it slows them down. I've seen games that started out with excessive amounts of animation right down to idle animations on regular conversation parts that have had to retroactively go back and swap them all out with stills just because the android version can't handle them. Several hundred dollars might not seem a lot when you compare it to some of the big games but it was probably close to a quarter of everything that game was making at the time. a compressed version worked but it was a temp fix so changes had to be made going forward. There were a few mobile users that claimed the game still worked fine and it had playtested okay but there was a loud number of players saying the game wouldn't install or would blackscreen on launch etc. I've had some insider knowledge on 4 games to varying degrees, and one of them saw a drop of several hundred dollars in their Patreon monthly income when their mobile release got too much for older mobile devices to handle. I'm not just throwing out an opinion here, I'm saying what I've seen first-hand. You seem to be overlooking the part where I said "too hefty."
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