Thursday, March 20, 2014
Choosing UQ's Platform
I chose Android first and foremost because that's where my experience lies. It's the most fun for me to develop for and I feel like the market desperately needs more games with substance like Unicorn Quest. It's also a platform with hundreds of millions of users. I'm hoping a small fraction of that population catches wind of my little game and at least gives the demo a try.
I'm not releasing on iOS because I don't have a Mac with the latest OS which I need to publish games. That's why DragCore isn't on the iTunes app store. I want to release both DragCore and Unicorn Quest on iOS as soon as I can afford a computer that costs over $1000 (which won't be for a long while). I also have vague dreams of porting Unicorn Quest to Playstation Mobile, Ouya, Desura, and Steam so it can reach as many people as possible. It'll be the same price across all platforms too. No more than $3.
My focus right now is finishing the game at all. Launching on something like Steam is a project in its own right. I'd need to address the right press, make additional promotional art, and test out literally everything to fix bugs. Once I have a product, I can give it the focused porting and marketing it deserves. That's just the kind of mentality I have. Make the most awesome thing ever, then try to get a reward when it's finished.
Unity let's me easily build to so many platforms. Why not take advantage of that?