In article <201120031310048357%mborok@mindspring.com>,
Mark Borok <mborok.DeleteThis@mindspring.com> wrote:
> Anyone know why it's so $#$% hard to port a level editor to the Mac
> after you've ported the game itself?
Level editors usually are fairly Windows-specific in that they make
heavy use of UI that needs to be rewritten for the Mac.
Because of that, most level editors would end up taking twice as long,
time-wise, to port than the game itself, and when you bill out the
months for the project, you have a situation where you 2/3rds of the
cost of the development goes to the level editor while also doubling (or
more) the time to market, depending on how you allocate the manpower.
Most Mac games aren't Big Money Makers, so even for large titles that
are projected to sell well you have a situation where it doesn't make a
lot of sense. If the Mac market were larger (i.e. more copies of each
game were sold) then you could make an economic case for it. But that
would still mean that the game would either take several more months to
come to market, or the editor would show up potentially a year after the
Mac game shipped and people have stopped caring. ;-)
--
Brad Oliver
bradman.DeleteThis@pobox.com.AM_SPAY<!-- ~MESSAGE_AFTER~ -->
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