@ryo I've never even touched Unity. I use MonoGame which is an open-source implementation of XNA.
@ryo I honestly don't want a gamedev job, especially with how the current game industry is (language/engine/framework choices aside).
@ryo
>So Nintendo Switch is perhaps the only console left worth developing for
You can still develop homebrew games for older consoles. There are tons of libraries for them. But consoles are pretty much dead to me. Yeah, there's Nintendo but I don't expect them to be worth supporting much longer, and you still have to follow and agree to their licensing agreements just to get your games on their.
I honestly think there is nothing wrong with staying PC-exclusive. If you can't game on PC then I don't know what to tell you. This isn't the 90s anymore where you have to configure a bunch of shit just to get your game working properly. Every computer has an HDMI port and every gamepad uses either USB or Bluetooth so you can easily play PC games console-style and we have handheld gaming PCs like the GPD Win and the Steamdeck for portable gamers, so I don't want to hear any excuses about "muh authentic experience".
And you don't need the latest hardware to have a good time. I still have a blast gaming on a toaster even if it means lowering the settings. This especially shouldn't be a concern when it comes to indie games.
@PhenomX6 @ryo @luithe Does Microsoft not care about indies anymore? They were the first to embrace it all the way back in the Xbox 360 era with XBLA and XNA. But they killed the XNA framework nearly a decade ago and turned a blind eye to their indie program on Xbox One like you said.
Now, the Switch seems to be the most indie friendly console. Which is ironic because Nintendo was pretty indie unfriendly during the 7th-gen (WiiWare had a 10MB limit and there was that Bob's Game fiasco).
@PhenomX6 @ryo @luithe Sony has always been somewhat indie friendly even going back to the PS1 with their Net Yeroze consumer devkit and Sony was friendly towards homebrew developers with an official Linux distro for the PS2.
Nintendo, on the other hand seemed out right hostile towards indies up until the later years of the Wii U because they were the only devs keeping the system afloat besides Ubisoft and Nintendo themselves. WiiWare in particular had a 10MB file size limit (mostly due to the limited space on the Wii's NAND) and a huge chunk of the games on there were literally ports of popular flash games. Super Meat Boy was planned to be a WiiWare exclusive but they couldn't get the game under that filesize limit so it got ported to everything else.
https://www.eurogamer.net/microsoft-no-longer-charges-developers-to-patch-their-xbox-360-games
Then the Xbox One announcement trashfire presumably delayed the devkit plans as Microsoft was gaining a reputation of being bad to work with for indies.
Meanwhile Sony and Nintendo have indies both because of nostalgia (Nintendo and "I always wanted to make a NINTENDO game :D" come to mind but Sony has a lot too) and Sony's positive rep in the PS3/PS4/Vita era. Namely, the Vita indie scene said they would have kept developing for the platform had Sony still allowed devs to push games to the store. It had a post-Commodore era Amiga vibe to the scene.
https://www.kotaku.com.au/2020/04/indie-developers-are-keeping-the-playstation-vita-alive/
https://www.engadget.com/2015-12-24-sony-versus-evil-banner-saga-vita-port.html
https://www.kotaku.com.au/2021/07/rumour-ps-vita-store-will-release-no-new-games-after-july-20/
https://www.gamesindustry.biz/articles/2021-10-25-the-developers-that-supported-the-playstation-vita-until-the-very-end
Devs are also willing to let Sony/Nintendo get a free pass because of nostalgia and the longtime desire to want to make a game for their system, something the Xbox isn't old enough to have especially as it lacked the same loyal brand evangelists.