we wrote an article on common caveats during cross-platform development,
as well as how to setup a testing environment with a minimal budget
We talk about development for Windows, OS X, Linux, Android, iOS, Windows Phone 8.1, Xbox One, PlayStation 4, Wii U.
Of course the desktop part is the most relevant for Java game development
the current work on our learning AI for Project Aleron is coming along nicely, but we won’t have anything exciting to show you until next month. We have a big update coming!
In the meanwhile, we want to bust a common myth in game development: “Cross-platform development is expensive”.
This is incorrect and we want to give you insights on how to support multiple platforms (desktop, mobile and console) without large costs and why people think that cross-platform development is expensive.
In the second half we offer testing advice and recommend cheap hardware.
I would like to add something I find useful. Interfaces and Abstract classes are your friends in cross platform development. They can become a time saver since you can separate the core common game code and the platform specific one (such as user inputs, unique features) and you don’t have to rework much
…it is expensive for indies because you have to obtain debug consoles (that costs) and once you want to publish your game on PS or Xbox, you will have to pay to M$ or $ony, about 20-25K USD, if im not mistaken, for your title to be published.
…information is 4 years ago during outsource work i did and had discussions about particular topic related to project i was working on with some other people…i do have license for PS3/4 and Xbox360/One, but this information is not from my attempt to publish my game on consoles as i didn’t do any on my own…only outsource work for consoles…
While connecting a controller to your PC will solve the interface issue. The other problem is the hardware itself.
While the architecture may be the same, the capabilities are different and you may have to cut corners.