What do you people think the importance of supporting macosx is?
More generally what kind of hardware do you think I should target because I realize my desktop is fairly high spec?
Uhm.
I think your game would mostly appeal fans of surreal/strange games like Yume Nikki, LSD, Gingiva...
Now, this genre isn't really rapresented outside the indie market, so people know getting strange games means shuffling through obscure indie titles. And this means having a Windows - or knowing how to emulate it. Therefore, I think you should focus on Windows, because most of your target audience already uses this OS.
I also think you should keep the min specs as low as possible, for the same reasoning: the most famous "strange" games are made with the likes of rpgmaker and game maker, and usually have very low specs. The kind of people that likes this type of games doesn't usually upgrade their pc to play the lastest Assassin's Creed.
(Obviously,
you are the one that really knows your target market! I'm just assuming things. Also, nice smoothie.)
Yeah I agree for the most part however I'm not sure right now how well crttr would run on a lower spec pc. I will seek out people with worse computers once the next semester of my college resumes for testing. This will be vital because I'm sure I can optimize some stuff a bit more but I'm not willing to make significant visual compromises.
just wanna pop in and say how technically and aesthetically impressive this thing is looking
how long have you been doing games/graphics programming for? it seems like you really know your stuff
Thank u. I wrote my first shader in my senior year of high school which was my first graphics card programming but I've been doing graphical programming since I taught myself flash & actionscript in 6th grade. I guess that means about 10 years even tho im only 21?
i agree that you should def mainly target windows because you should focus on making the best version of crttr possible but just a reminder that your composer's computer is a mac.
(not that it matters bc i use parallels and it's never had compatability issues)
if it's possible make the shaders toggleable? but if not barrel ahead, honestly
tbh i think crttr is a game i would ideally want to play on a console but i also know that is not a realistic goal at this moment
Yeah rj I talked w some friends about this and kinda got the impression that at this point pretty much every gamer w a mac runs parallels. Currently the main problem with macosx is it doesn't support the newest version of opengl but my understanding is that apple's alternative, metal, is being rolled out and unity is still in the process of adding metal support. So that means that this actually may become a non-issue in the future. I agree about consoles that could b really cool because controller is, in my opinion, the best way to play crttr currently. The main technical obstacle for that is that CRTTR is currently opengl only and most consoles are direct3D only as far as I can tell. The reason I haven't been using direct3D is unity uses opengl coordinates but direct3D flips them and was causing a lot of problems. Tbh I think unity's built in stuff to work around that for textures is kinda broken. Hopefully these issues with the engine will be fixed soon.
May I ask what you're using to develop this?
Its unity but this specific effect is mostly a compute shader written in the cg language.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Of course I can't make a post with out more pictures and content but I'm not feeling so good after programming this for 3 days without sto- ah CHOO!
well that should be enough for now. Screen space fluid rendering in the next post!