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@@ -3,6 +3,34 @@
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Console support in Godot
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========================
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+Console porting process
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+-----------------------
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+
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+In order to develop for consoles in Godot, you need access to the console SDK and
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+export templates for it. These export templates need to be developed either by
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+yourself or someone hired to do it, or provided by a third party company.
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+
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+Currently, the only console Godot officially supports is Steam Deck (through the
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+official Linux export templates).
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+
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+The reason other consoles are not officially supported are:
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+
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+- To develop for consoles, one must be licensed as a company.
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+ As an open source project, Godot has no legal structure to provide console ports.
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+- Console SDKs are secret and covered by non-disclosure agreements.
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+ Even if we could get access to them, we could not publish the platform-specific
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+ code under an open source license.
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+
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+As explained, however, it is possible to port your games to consoles thanks to
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+services provided by third-party companies.
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+
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+.. note::
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+
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+ In practice, the process is quite similar to Unity and Unreal Engine. In other
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+ words, there is no engine that is legally allowed to distribute console export
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+ templates without requiring the user to prove that they are a licensed console
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+ developer.
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+
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Console publishing process
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--------------------------
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@@ -20,43 +48,16 @@ to a console platform is as follows:
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developers (*devkit*). The cost of those devkits is confidential.
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- Port the engine to the console platform or pay a company to do it.
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- To be published, your game needs to be rated in the regions you'd like to sell
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- it in. For example, in North America, the `ESRB <https://www.esrb.org/>`__
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- handles game ratings. In Europe, this is done by
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- `PEGI <https://pegi.info/>`__. Indie developers can generally get a rating
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- for cheaper compared to more established developers.
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+ it in. For example, game ratings are handled by `ESRB <https://www.esrb.org/>`__
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+ in North America, and `PEGI <https://pegi.info/>`__ in Europe. Indie developers
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+ can generally get a rating for cheaper compared to more established developers.
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-Due to the complexity of the process, the budget to publish a game by yourself on a
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-single console often exceeds $1,000 (this is a rough figure).
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+Due to the complexity of the process, many studios and developers prefer to
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+outsource console porting.
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You can read more about the console publishing process in this article:
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`Godot and consoles, all you need to know <https://godotengine.org/article/godot-consoles-all-you-need-know/>`__
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-Official support
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-----------------
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-
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-Godot supports the Linux-based Steam Deck. The reason other consoles are not
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-officially supported are:
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-
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-- To develop for consoles, one must be licensed as a company.
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- As an open source project, Godot does not have such a legal figure.
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-- Console SDKs are secret and covered by non-disclosure agreements.
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- Even if we could get access to them, we could not publish
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- the platform-specific code under an open source license.
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-- Consoles require specialized hardware to develop for, so regular individuals
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- can't create games for them anyway.
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-
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-However, it is still possible to port your games to consoles thanks to services
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-provided by third-party companies.
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-
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-.. note::
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-
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- In practice, the process is quite similar to Unity and Unreal Engine, except
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- that you need to contact a third-party developer to handle the porting
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- process. In other words, there is no engine that is legally allowed to
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- distribute console export templates without requiring the user to prove that
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- they are a licensed console developer. Doing so would violate the console
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- manufacturer's NDA.
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-
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Third-party support
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-------------------
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