1/3
2 Years of Service
The ease of porting in the "Indie"/VN space is exactly why I brought this up. I don't have any obvious way to actually count it, but my guess is that >95% of Games on this site alone are made with one of the 6 engines I noted, which means platform specific bugs will mostly be "don't assume a case-insensitive file system" and "don't assume font x to be installed".
I did check the documentations a bit:
That's it. None of them require anything like a separate build host or additional licensing. The engine developers already support Linux with as little friction as possible.
But what I'm missing in this discussion would be more input from actual, active developers. So far, only @misterfluffums and @Rebel 357 do have published games I could find, and both are in favour of Linux builds.
I did check the documentations a bit:
- Unity: Linux toolchain to build from Windows is in the Unity Hub, maybe install WSL2
- Unreal: cross-compiler toolchain is in a download from the documentation
- Twine: creates HTML/JS anyways, only thing to check is file name cases
- Ren'py & Godot: just add the build configuration
- RPG Maker: create a Web version
That's it. None of them require anything like a separate build host or additional licensing. The engine developers already support Linux with as little friction as possible.
But what I'm missing in this discussion would be more input from actual, active developers. So far, only @misterfluffums and @Rebel 357 do have published games I could find, and both are in favour of Linux builds.