安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Hell yeah! My friend I'm on phone with literally ATM is playing it on a 15 inch MacBook Pro on bootcamp and he says it's hella clean (that means very good)!
Merhaba, hi, hello,
An apple developer account costs $99 per year, see here: https://developer.apple.com/programs/how-it-works/
There is no additional fee for developing for macOS or the other Apple OS's.
The same for Windows: the MS Developer Network subscription is not for free.
E.g., Visual Studio Pro costs > 1.000 $/first year (see https://visualstudio.microsoft.com/en/vs/pricing/) .
So, please don't compare apples with pears. And if you claim something, prove it!
I'm a bit worried because Fire & Sword didn't make it (why?), it'll be painful to setup any windows on a small quota 13' MacBook..(even with eGPU)
The current (and even 5-year old) Mac hardware is MORE than capable of running it, but it's a HUGE pain to have to reboot. I get you didn't want to focus on it, but as a fellow developer, I also know it is VERY unlikely you have lost access to the build tools you used for the previous engine versions, and even MORE unlikely that you've somehow lost the internal knowledge necessary to work with it.
In short, I find it very hard to believe it isn't possible to answer now whether you will start making builds for Mac and Linux - assuming you didn't abandon every best practice in the existence, forgot how to develop, and hard coded everything to be windows-specific to such an extent that you can't make any adjustments.
I've spent a lot of money over the decades buying multiple copies of these games - primarily on the Mac, but sometimes on the PC - as various platforms came and went. I've purchased every game on Steam you've got so maybe you'll listen to this request:
Please - one way or another - STOP leaving this as an open question and tell us if you are going to make a Mac port or not. I want the answer to be yes, but I'm so sick of waiting - YEARS - to find out. I went ahead and purchased in the hopes you would eventually do so, but it's starting to look like I just wasted my money. I guess I misplaced my trust in that regard.
You can estimate how long it will take to implement X, Y, and Z, but you don't know until you do it, and as a project progresses you may realise you need to take a different approach to something (and in game development, requirements are particularly prone to changes as the design evolves), which the original estimate cannot predict. And then there's the matter of bugs, which obviously take time to track down, and can be complicated to resolve.
Which all means you can't be sure how long it will take to get the core game done until you're close to completion, and, it being critical for a business to be able to ship a game, sometimes you have to trim your ambitions. So an experienced developer is going to be careful about committing to anything more than getting the game out the door, 'cause it's much easier to tell people "That is not currently part of our plans" than "I know we said we were gunna, but actually we're not". Especially if the game is already available for purchase.
A Windows release will almost certainly be profitable, while a Linux or mac release is, at best, a bit of cream on top. If they haven't explicitly promised support, it's unfair to *demand* they commit, and if you force them into giving a definite answer it's likely to be "No".
Bannerlord currently works okay in Linux using Proton, so you may have some luck using Wine (I don't think SteamPlay supports macOS). However, Apple has done a bunch of stuff that creates headaches on that front, and I don't know how much of a headache it would be.
I've not bought Bannerlord yet, tried it with few games in my steam lib.
There is a free and a paid version. In free, you have a session limited to 1h and have to wait sometimes several minutes until you can play.
also less fps compared to windows version ofc.
For compatibility issues, I think cloud-computing/Streaming is going to serve many of those possibly customers in the next few years, so those porting-devs may end up having to do something else for a living. Right now, though, there isn't a reliable streaming service and they're all having their own issues, IMO. Another year or so might iron some of that out, but they're backassward developing atm... trying to be the one that first gains market share rather than the one that first achieves decent performance.
That's beside the mobs who do it fully in-house, like Paradox Development Studio.
/agree
Though, I'm not sure how the contractual obligations/costs are translated there for the third-party "porters/wrapping" developers. From the way it appears, they're assuming a "publisher" role with what is assumed some sort of appreciable, similar, publishing rights and subsequent profit/sales returns.
The concept of "publishing rights" in certain markets is an old one. How it works for "cross-platform" electronic/gaming markets and third-party developers for a specific "port," though, is something I find strangely interesting. So, a book publisher for a French or even an E.U. market has to translate an English work into a number of languages and arrange for distribution, marketing, etc. They will negotiate payment for the exclusive right to publish in their market.
Do software developers looking for third-party platform porting for their game get paid up-front for that Right or do they pay someone so that they can then give them that Right...? :) Weird...
Note: AFAIK, Bannerlord will be ported to console. There have been or at least were once rumblings on that note in the past in various "official" sorts of statements. IMO - It'd be a very good thing for them to do if they can secure a good multiplayer market on consoles. I don't know, however, how they're going to make that appealing as part of a single-player/multi-player combo kind of game with completely separate modes of play. That particular multiplayer market is where the money is... It might even be worth them releasing a "Console Multiplayer" version, sufficiently robust with content, in order to expose an in-game RMT marketplace for that audience. Cross-Play? Doubtful, but not beyond reason since Bannerlord has built-in support for game controllers. (Only partially enabled atm)