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XBox


Josh

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Last week I was researching the XBox and PS3 platforms. An XBox version of Leadwerks is technically feasible, and though the cost is considerable, it's not a barrier we can't cross. However, obtaining the development license from Microsoft will be much harder. Basically, they are unlikely to sell a development license until this engine has gained more users and had a couple of commercial games released. So we'll just keep improving and building momentum, with the eventual goal of expanding to the consoles. Even if you can afford the licensing fees for your own game, you're not going to get an XBox development license without having already published another successful game. So it seems we need to first focus on the PC, and then spread out when we are ready. There's still the MacOS version coming, and possibly a Linux one, if the demand is there. The editor and tools will work on all three operating systems with no code changes. :D

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It seems like an understandable move on MS behalf. They want to make sure the project they're licensing is mature and capable enough to go console. I think it's a great chance for LE to develop furthermore at the fast pace it's been growing so far. I hope some of the community's devs and artists feel motivated to push the engine to its limits in terms of fully developing a game ;)

 

Did someone say LE for Linux? :):):D:D go Josh, go Josh go!

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Does Steam use the same kind of approach? That you first need to let see what kind of games you have made, before the engine or any games are supported?

That the option is available in the future sounds realy good.

 

btw: is AndyGFX's action snake game not a consideration of a game? It could be a litlle bit expanded but basic gameplay works. Would do great on xbox live arcade for that matter.

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