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Krystal

A couple of questions regarding localization and platform support in LE 4

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Hello! I'm new to this forum but I've been playing around with Leadwerks for quite a while now and so far I really like it. I recently saw that there's a completely new version of the engine being developed and I've got a couple of questions regarding the current one.

  1. What's the status of the Unicode support? Is it ever coming to version 4 or will it only be possible in version 5?
  2. Besides Windows, what platforms can I deploy my games to? I saw a couple of mentions of Linux, but I'm still not sure.

The reason why I'd like to see the ability to localize my future game(s) is the fact that multilingual games have broader audience and thus the community gets bigger. Same with multi-platform releases. I would love to release games on Windows, Mac and Linux, even though Mac and Linux do not have a very big impact on the market.

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Version 5 is built around Unicode, using std::wstring everywhere.

Leadwerks 4 supports Windows and Linux. The next version is planned to support Windows / Mac / Linux, and other platforms may be as well, since Vulkan makes this all a bit easier.

Honestly, Windows is 99% of the PC market, and you will actually get a lower review score on Steam if you include a Linux build, because those users will disproportionately have compatibility problems and blame you it, (regardless of what engine or middleware you use). If you release a build for Linux I don't recommend making it available on Steam.

You should probably be thinking more in terms of how many digital PC stores you can get a Windows build in, as that will actually make a significant difference in your sales. (Discord, GOG, Amazon, etc.) The Humble Store is now giving us about a third of our new sales, and I think Steam is going to become more insignificant in the future.

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23 hours ago, Josh said:

Version 5 is built around Unicode, using std::wstring everywhere.

Leadwerks 4 supports Windows and Linux. The next version is planned to support Windows / Mac / Linux, and other platforms may be as well, since Vulkan makes this all a bit easier.

Honestly, Windows is 99% of the PC market, and you will actually get a lower review score on Steam if you include a Linux build, because those users will disproportionately have compatibility problems and blame you it, (regardless of what engine or middleware you use). If you release a build for Linux I don't recommend making it available on Steam.

You should probably be thinking more in terms of how many digital PC stores you can get a Windows build in, as that will actually make a significant difference in your sales. (Discord, GOG, Amazon, etc.) The Humble Store is now giving us about a third of our new sales, and I think Steam is going to become more insignificant in the future.

Nice. So will version 4 receive any major updates or you're now completely focused on version 5?

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There is a final update estimated to be released in about 3 months which will include, among other things, the return of proper vehicles (and, hopefully, accompanying thorough documentation).

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