Octodad 2

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luthyr
Posts: 69
Joined: Wed Dec 30, 2009 5:47 pm

Re: Octodad 2

Post by luthyr »

chronologicaldot wrote:
luthyr wrote:We were able to port our game in about 4 weeks and continue to use Irrlicht. I was impressed with how little I had to change Irrlicht in order to get it to work. It was mostly a matter of swapping out OpenGL/DirectX-specific functions and replacing them with PS4 SDK-specific ones.
Congratulations on the port. I hope your game is successful. From the article comments, it sounds like you've already got some interest.

On the development end, I'd like to know how you got ahold of the PS4 SDK (I searched the net and couldn't find it)... and if you'd consider sharing what you did to irrlicht. XD
We've been working with Sony who has been really strong on supporting indies. They are allowing self-publishing, but I believe you still have to be a company, and I would guess far enough along on a game that expects a commercial release (or have prior experience?). I have no idea what their requirements are, but you do need a dev kit. But for indie titles in the US, the main point of contact has been through Nick Suttner ( https://twitter.com/nsuttner ). You may also want to try registering through here: http://www.scedev.net/index.php .

I'd definitely be willing to share what I had to do, but I think there may be NDA limits, so I'd only want to share it through something like the Sony developer forums for now. Also, there is still a fair amount of of implementation to be done and code cleanup. :)
chronologicaldot
Competition winner
Posts: 684
Joined: Mon Sep 10, 2012 8:51 am

Re: Octodad 2

Post by chronologicaldot »

Thanks for the info!
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