ah. guess I wouldn’t know then, though the one-platform-support thing makes sense for a one man team. ^^;
starfoxdot64
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don’t get me wrong, games starting slowly sucks, but you still need to change your file pointers, adjust where save data is stored, and in some cases games end up needing new drivers/runtimes to make things function. the unity build switch is the easy part.
logistically though, it makes sense to only target one platform until you’ve got a stable foundation going. if it takes us 10 seconds to run an emulation layer but it runs right, I don’t personally see much of an issue - part of me doubts you’re staring at your screen the whole time, just y’know… waiting for it to come up, but another part of me could see it - even if that’s a little odd.
there’s also the matter of this (if I remember correctly) being developed by one guy, so one or two more OS builds to worry about while in active development for one person sounds super overwhelming to me.