• Advertisement
Sign in to follow this  

Unity Game distribution

This topic is 464 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Learning DX11, I made an engine and MFC GUI for it. It is mostly a model viewer.
Now I decided to move to games.
Probably it will be FPS or some open-world game (I am working on that :) )

I want to make a decision of distribution platform to move.
Target platform will be Windows 10, x64, DX11. Probably in some future, XBO (I love Windows :) )
No support for ARM, x86, PS*, mobile, Android/IOS/Linux is in plans.
No Unity or other big middleware.

Right now, I am redesigning my engine in order to add support for: levels, GUI, physics, …, and have 2 choices:
1.    Implement most of the functional in clean WinAPI, and in next iteration think how to distribute a game, with probability of throw away all the GUI/WinAPI and rewriting some subsystems.
2.    Use UWP for GUI, game loop, and design next version of an engine with that in mind.

I am in research right now and I want to clear some questions for me:


1.    Piracy.
    a.    As far as I know, there is no such thing for XBO. (I failed to find XBO games on thepiratebay)
           Is this correct?
    b.    For PC with Universal Windows Platform, it is not clear.
           Is UWP enough to deal with piracy?
    c.    I can see a lot of Steam games that are cracked. Because of that I made a conclusion not go to Steam.
           Any thoughts?

2.    UWP Limitations:
    a.    How is it impact development time?
    b.    How painful is it to follow all Microsoft guidelines?
    c.    Does anyone of you ship UWP game?

3.    UWP and Performance:
    a.    Should I be concerned of impact in comparison with simple WinAPI?

4.    Overall suggestions?

Thanks in advance!

Edited by Happy SDE

Share this post

Link to post
Share on other sites

The most important thing to consider with UWP is that if you use UWP apis, you're severely limiting your market, at least on PC, I don't think you can sell your game anywhere but with MS, and would need to rewrite them if you wanted to put your game out on PS4, or PC, even windows 7 machines.


You have less fear of piracy, because no one bothers to pirate things that aren't popular.  


Actually following the UWP guidelines shouldn't be a big deal, since you'd need to follow them for any console release, as they all have similar guidelines.  If you're using something like XAML, you might run into perf issues, I don't know of any game that's used it though, so maybe it'd be fine, or maybe that's an indication that it's a bad idea?

Share this post

Link to post
Share on other sites
As far as piracy is concerned, I wouldn't give it a second thought - All games eventually get cracked, so it becomes a lot of wasted time trying to stop it.
That time is better spent improving your game, and making it more likely to be paid for.

Thank you McGrane for the answer.

It gave me different view point on my plans.


I decided to make 2 iterations:

1. Port GUI to pure WinAPI + develop a real game from current "viewer"-type app.

2. In time, when it will be really good, start research on game distribution again.

Probably UWP/Steam will be in different state, and today's answers will be somehow outdated.




I don't think you can sell your game anywhere but with MS, and would need to rewrite them if you wanted to put your game out on PS4, or PC, even windows 7 machines

PS4 and Windows7 will never be my target platforms :wink:

Edited by Happy SDE

Share this post

Link to post
Share on other sites

Probably UWP/Steam will be in different state, and today's answers will be somehow outdated


We can only hope, but I wouldn't hold my breath :) For every new system that comes out, there are people who like the challenge of breaking it, and usually eventually succeed


Happy coding, and good luck on your game ;)

Share this post

Link to post
Share on other sites

In order for me to buy a PC game, it would almost have to be on Steam (or in a HumbleBundle, but I effectively require steam keys to buy stuff there as well). I have bought stuff in the Windows store, but almost exclusively for my phone and/or tablet (Surface). Typically lightweight games suitable for train rides etc. I have made a personal promise to never again buy stuff on (or that requires) uPlay, even though there are several games I would really like to play, simply because it's so downright bad that it literally prevents me from playing the games I've bought (like Anno 2070).


I would worry much less about piracy than having a place to be seen in the first place. The only two places I'm likely to ever find your game are Steam and Humble Bundle, unless it's a phone/tablet friendly game in which case the Windows Store is where it's at.

Share this post

Link to post
Share on other sites

If wide distribution is your main aim then Steam is the only serious choice, unfortunately. Theoretically lower piracy rates on any other platform will not compensate for the reduced sales you'll see by not being on Steam. So you have to decide what is most important to you.

Share this post

Link to post
Share on other sites

Maybe you're forgetting other ways to market such as id@xbox for publishing to xbox one without UWP.


Nintendo and Sony also offer almost-indie-friendly publishing programs, but id@xbox is your best bet to get your game out on a console, if it's something that appeals.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Yosef BenSadon
      Hi , I was considering this start up http://adshir.com/, for investment and i would like a little bit of feedback on what the developers community think about the technology.
      So far what they have is a demo that runs in real time on a Tablet at over 60FPS, it runs locally on the  integrated GPU of the i7 . They have a 20 000 triangles  dinosaur that looks impressive,  better than anything i saw on a mobile device, with reflections and shadows looking very close to what they would look in the real world. They achieved this thanks to a  new algorithm of a rendering technique called Path tracing/Ray tracing, that  is very demanding and so far it is done mostly for static images.
      From what i checked around there is no real option for real time ray tracing (60 FPS on consumer devices). There was imagination technologies that were supposed to release a chip that supports real time ray tracing, but i did not found they had a product in the market or even if the technology is finished as their last demo  i found was with a PC.  The other one is OTOY with their brigade engine that is still not released and if i understand well is more a cloud solution than in hardware solution .
      Would there  be a sizable  interest in the developers community in having such a product as a plug-in for existing game engines?  How important  is Ray tracing to the  future of high end real time graphics?
    • By bryandalo
      Good day,

      I just wanted to share our casual game that is available for android.

      Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.

      Download: https://play.google.com/store/apps/details?id=com.HellmodeGames.FlipEscape&hl=en
    • By Manuel Berger
      Hello fellow devs!
      Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
      My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

      In Pseudo-Code:
      angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
      index = (int) (angle / (PI / 5));
      PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

      Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

      What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

      I can't get my head around it. Any suggestions? Is the whole approach doomed?

      Thank you in advance for any input!
    • By khawk
      Watch the latest from Unity.
    • By GytisDev
      without going into any details I am looking for any articles or blogs or advice about city building and RTS games in general. I tried to search for these on my own, but would like to see your input also. I want to make a very simple version of a game like Banished or Kingdoms and Castles,  where I would be able to place like two types of buildings, make farms and cut trees for resources while controlling a single worker. I have some problem understanding how these games works in the back-end: how various data can be stored about the map and objects, how grids works, implementing work system (like a little cube (human) walks to a tree and cuts it) and so on. I am also pretty confident in my programming capabilities for such a game. Sorry if I make any mistakes, English is not my native language.
      Thank you in advance.
  • Advertisement