THIS GAME NEEDS TO BE ON VITA

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beanietheman
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THIS GAME NEEDS TO BE ON VITA

Post by beanietheman » Sun Nov 03, 2013 4:46 pm

I dont know if you guys have thought about it or have the means to do so but this game would work amazingly well on the ps vita.

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miumiaou
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Re: THIS GAME NEEDS TO BE ON VITA

Post by miumiaou » Sun Nov 03, 2013 5:47 pm

sorry but if I understood well, except computer, it's exclusively for Ouya

ranger_lennier
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Re: THIS GAME NEEDS TO BE ON VITA

Post by ranger_lennier » Sun Nov 03, 2013 7:39 pm

miumiaou wrote:sorry but if I understood well, except computer, it's exclusively for Ouya
Yes, all the Kickstarter promises is Ouya/Windows/Mac/Linux. To get Ouya's matching funds, console (and I guess that includes portables like Vita) exclusivity is required for six months. After that, I see no legal or technical reason it couldn't be ported to a huge number of systems, including Vita, though the graphics might be more on par with the Ouya version than the PC. Of course, every port requires work, so it would probably only make sense if the game was really successful. Personally, I think it could look cool on the 3DS. You could really make it look like an Edward Gorey popup book. :)

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LobsterSundew
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Re: THIS GAME NEEDS TO BE ON VITA

Post by LobsterSundew » Sun Nov 03, 2013 11:03 pm

The specs of the OUYA and PS Vita are close enough that a port could be possible from a hardware standpoint. Where I'm not so sure is that Neverending Nightmares is using SDL meaning the game might have to use the PlayStation Mobile framework. I could not find an example of a game running directly on the PS Vita with SDL. There were examples on the PSP.

3DS might require a lot more effort to squeeze Neverending Nightmares onto it than would be acceptable for an indie dev. It could be done, but it would probably need to be remade specifically for the 3DS software and hardware specs.

After the OUYA exclusivity period there is also the option to port to future Android-based microconsoles that are being developed with more powerful mobile SOC processors than the Tegra 3 the OUYA uses.

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matt
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Re: THIS GAME NEEDS TO BE ON VITA

Post by matt » Sun Nov 03, 2013 11:46 pm

We have to be console (and mobile) exclusive for 6 months, but after that, we are free to release on whatever we want.

No consoles support OpenGL or SDL, so we'd have to rewrite code in order to get it on any of them. We have a lot of technical experience, so we could port it to any console without too much trouble... except the 3DS because it doesn't support shaders.

It's really a business decision though. Console development (with the exception of Ouya) is expensive, so future platforms depend on how the game sells on PC/Ouya.
-Matt Gilgenbach
Lead Frightener at Infinitap Games

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LobsterSundew
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Re: THIS GAME NEEDS TO BE ON VITA

Post by LobsterSundew » Mon Nov 04, 2013 1:26 am

matt wrote:No consoles support OpenGL or SDL, so we'd have to rewrite code in order to get it on any of them. We have a lot of technical experience, so we could port it to any console without too much trouble... except the 3DS because it doesn't support shaders.
I remember back when Yellow Dog Linux could be installed on a PS3. The PS3 could support a form of OpenGL ES 1.1 (Not the greatest) within PSGL. Someone tried to implement RSXGL which was OpenGL 3.1 for the PS3.

Microsoft uses DirectX. Nintendo uses its own thing called GX. The PS4 is supposedly able to support OpenGL 4.0 in addition to DirectX 11.1+ because of the APU nature of the console.

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matt
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Re: THIS GAME NEEDS TO BE ON VITA

Post by matt » Mon Nov 04, 2013 6:45 pm

I can't really comment on particular development APIs because of NDAs. I can say that DirectX and OpenGL could run on any console, but it is up to the console manufacturer to implement them. Because Microsoft owns all of the IP for DirectX, there is no way they would let Sony use it since that is one of their selling points on their consoles. Most (non-indie) game devs already has a DirectX implementation for PC, so it's easier to get up and running on Xbox.

While I personally hate OpenGL and much prefer DirectX, we are trying to build off of technologies that will allow us to get on as many platforms as possible as easily as possible. Because we used DirectX for Retro/Grade on Windows, we couldn't bring it to Linux/Mac easily.
-Matt Gilgenbach
Lead Frightener at Infinitap Games

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gagaplex
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Re: THIS GAME NEEDS TO BE ON VITA

Post by gagaplex » Tue Nov 05, 2013 9:51 am

Will there be (largely finished) beta versions for backers for the PC before that? I guess I'm asking whether you're able to sneak us an almost-gold version to play.

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matt
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Re: THIS GAME NEEDS TO BE ON VITA

Post by matt » Wed Nov 06, 2013 6:30 pm

I'm hoping to do an alpha build in the next few weeks. It may just be PC to start, but Mac, Linux and Ouya should follow in a few weeks at the latest.

Alpha backers will get to play unfinished prototypes and works in progress that I would like feedback on.

Backers with beta access will probably be getting the game when it is much closer to finished. Maybe a month or two before our release date.

Any work on ports for other systems would only take place after we ship on PC, Mac, Linux, and Ouya. We couldn't release them anyway until 6 months after our Ouya release.

Does that answer your question?
-Matt Gilgenbach
Lead Frightener at Infinitap Games

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gagaplex
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Re: THIS GAME NEEDS TO BE ON VITA

Post by gagaplex » Thu Nov 07, 2013 11:38 am

matt wrote:Does that answer your question?
Not... really...
Maybe I'm misunderstanding completely, but when you say it's exclusive for Ouya for 6 months, that excludes Windows, Linux, Mac etc., right...? Or is that deal just stopping you from releasing on consoles and mobile devices and the like?

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