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WARMACHINE: Tactics
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1-11 / 11 のコメントを表示
Gonna quote this from their kickstarter page:
Currently we do not have plans for a Linux version, but we're researching it right now.
最近の変更はPCTechmaster07が行いました; 2013年7月23日 17時19分
yep yep yep LINUX!!!
最近の変更はLuksdu Plukersが行いました; 2013年8月17日 16時47分
as someone who works for a software company and uses linux all the time I have to throw some cold water on you guys. It's just not economically feasible, especially in a project this small, right now MAC OSX 1.6-10.8 has about 6.52% of the home computing market, Windows XP-8 has 91.39% of the market, other operating systems, which includes OSX pre 10.6 makes up the final 2.9%.

look at the numbers here:
http://www.netmarketshare.com/operating-system-market-share.aspx?qprid=10&qpcustomd=0&qptimeframe=Y

Given these numbers, it is only barely worth it to make a macintosh port, and only then because there have been developed a number of highly specialized tools for doing the porting with minimal changes to the game's core code. Linux is another story, it's not that it's hard to get a game going on a linux distro, arguably it's easier to do than with MAC since you don't have to deal with Apple computing's insane development licensing hurdles. The problem is that the linux is fractured into multiple competing versions and they're constantly being updated on an ad hoc basis by a diverse group of independent coders. Thus Making the game work on ALL linux distros is next to impossible, it would require a whole QA cycle for each distro version you certify and making it work on only one wouldn't really please the linux community anyway. All of this would need to be done to just to reach a FRACTION of 2.9% of the total market, the amount of money you'd have to throw at the problem in terms of development time would never pay itself back. Given the limited scope of the project as it stands all you would accomplish is to take development and QA time away from core features in order to push a tertiary goal that would ultimately be a waste of money even if your funds were limitless.

This is one of those rare cases where assessing the financial viability of the proposal and turning it down on financial grounds is likely to be the best thing for the artistic integrity of the game. Rather than sacrifice core goals to reach am astonishingly small number of users, the development time would best be spent on polishing the core features effecting 99% of the user-base.

This isn't to say that some Dev might not decide to do it on their own time, I could see that, but don't expect a fully polished cross compatible linux version of the game officially released, Whitemoon doesn't have that kind of money to throw around, the operating capital represented by the kickstarter is probably only enough to publish and test core features, if their entire team was pulling down average 50k a year then what they have would support a team of 30 people through launch, my guess is that they have less people making more money than that as I know how much good software devs make, and they've already stated that some of the features from the stretch goals will release post launch meaning that the money has to last longer than 1 year to make their budget.
if no ones makes games for linux no one will change to linux! get it?
McMarius11 の投稿を引用:
if no ones makes games for linux no one will change to linux! get it?
actually it's more like if no one makes a stable, secure, backward/forward compatible shell UI for linux (as windows is to DOS and MAC is to Unix) then no one will adopt it, and thus fewer people will make games for it.
SHC Hakon の投稿を引用:
Thus Making the game work on ALL linux distros is next to impossible

You make plenty of good points, though it's worth mentioning that (a) devs don't have to port for all distros and extremely rarely do - they just make sure it works on Ubuntu and (if you're lucky) it's derivatives - thankfully there are lots of good people who just make it work on the other main distros anyway, (b) The shell / DE is not such a big deal and certainly not a barrier, (c) There's already 169 games on Steam Linux already..in only 8 months (most are new games or new ports)..so many devs have had a go anyway (d) whilst desktop Linux market share is no doubt relatively low (about 1.5%), Penguin-flavoured people tend to overrepresent themselves - figures from HB, Indiegamestand, Dungeons of Dredmor and Guns of Icarus suggest that the sales are 2-3 times the relative share (e) Steam box will be Linux-based (if it ever comes).
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