From 7781dabfa8acfd8dbac952151c7b324bb66d964c Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Tue, 19 May 2020 23:14:36 +0200 Subject: [PATCH] Improve the Console support in Godot page Co-authored-by: wkubiak --- tutorials/platform/consoles.rst | 53 ++++++++++++++++++++++++++------- 1 file changed, 42 insertions(+), 11 deletions(-) diff --git a/tutorials/platform/consoles.rst b/tutorials/platform/consoles.rst index c3178d9ac..94a4e1b6e 100644 --- a/tutorials/platform/consoles.rst +++ b/tutorials/platform/consoles.rst @@ -3,24 +3,55 @@ Console support in Godot ======================== +Console publishing process +-------------------------- + +Regardless of the engine used to create the game, the process to publish a game +to a console platform is as follows: + +- Register a developer account on the console manufacturer's website, then sign + NDAs and publishing contracts. This requires you to have a registered legal + entity. +- Gain access to the publishing platform by passing the acceptance process. This + can take up to several months. Note that this step is significantly easier if + an established publisher is backing your game. Nintendo is generally known to + be more accepting of smaller developers, but this is not guaranteed. +- Get access to developer tools and order a console specially made for + developers (*devkit*). The cost of those devkits is confidential. +- Port the engine to the console platform or pay a company to do it. +- To be published, your game needs to be rated in the regions you'd like to sell + it in. For example, in North America, the `ESRB `__ + handles game ratings. In Europe, this is done by + `PEGI `__. Indie developers can generally get a rating + for cheaper compared to more established developers. + +Due to the complexity of the process, the budget to publish a game by yourself on a +single console often exceeds $1,000 (this is a rough figure). + Official support ---------------- -Godot currently does not officially support consoles -(except the Xbox One using UWP). +Godot currently does not officially support consoles. The reasons for this are: -The reasons for this are: - -* To develop for consoles, one must be licensed as a company. +- To develop for consoles, one must be licensed as a company. As an open source project, Godot does not have such a legal figure. -* Console SDKs are secret and covered by non-disclosure agreements. +- Console SDKs are secret and covered by non-disclosure agreements. Even if we could get access to them, we could not publish the platform-specific code under an open source license. -* Consoles require specialized hardware to develop for, so regular individuals +- Consoles require specialized hardware to develop for, so regular individuals can't create games for them anyway. -However, it is still possible to port your games to consoles thanks to -services provided by third-party companies. +However, it is still possible to port your games to consoles thanks to services +provided by third-party companies. + +.. note:: + + In practice, the process is quite similar to Unity and Unreal Engine, except + that you need to contact a third-party developer to handle the porting + process. In other words, there is no engine that is legally allowed to + distribute console export templates without requiring the user to prove that + they are a licensed console developer. Doing so would violate the console + manufacturer's NDA. Third-party support ------------------- @@ -31,9 +62,9 @@ your games to various consoles. Following is the list of providers: -* `Lone Wolf Technology `_ offers +- `Lone Wolf Technology `_ offers Switch, PS4 and Xbox One porting and publishing of Godot games. -* `Pineapple Works `_ offers +- `Pineapple Works `_ offers Switch and Xbox One porting and publishing of Godot games. If your company offers porting and/or publishing services for Godot games,