I’m familiar with the effort it takes to port a game built for Windows over to mac and linux from the dozens of other Early Access games I’ve followed which tried the same thing. And if they were to stop work on new features while doing the port (which is actually the only realistic way to do any port – trying to port a game while concurrently adding new stuff to it is a recipe for disaster), then it’s only going to annoy the rest of the community as well since nobody will be getting new content for months while we wait for the port to be completed. Go back and read the comment sdee made about the thousands and thousands of errors – sure it might not be a “new feature” in the traditional sense, but the workload is just as large. Still, at least Team StoneHearth’s brave, but ultimately unsuccessful attempts to port could fill in one of the DT weeks when other news is a bit slim Apparently, we selflessly volunteered the money we thought would be spent on development work for macOS or Linux to the sorely underfunded Windows version. MacOS/Linux pledgers have bravely sacrificed our ability to take part in the fun here for ‘the good of the game’. What in effect is being said is that progress on the Windows version can’t be slowed (not stopped) so that a discreet group of backers can take part in the development process at all. It affects the Windows version not a jot other than slowing progress. We’ve also seen what happens when the team try to grind out features because they feel “obligated” to include them, rather than because they think it’s the best thing for the game at the time.Ī port is not a feature. After all, the foreseeable future is, like, 1-2 alphas, and there’s more than that planned for 2018 already. It’s just too big of an issue for someone to pull a and sneak it in as a bonus feature so it’s going to have to wait until the engineers, designers and quite possibly everyone else (after all, there’s probably going to need to be changes to UI tech, or rendering tech, or any number of other things which may well require re-working of existing content to fit into it) have cleared enough overhead to be able to dedicate the required massive chunk of time for it.Īnd yeah, unfortunately that means it’s probably not in the foreseeable future but that doesn’t mean it’s off the table. If we had features like improved water, improved enemy AI and the in and out boxes before they tried to implement the engineer, I’m pretty confident we’d have an engineer who builds actual mechanisms (pumps or conveyors or such) because it would have had most of the underlying tech to do those things in place already, and it wouldn’t be that much of a stretch to say “you know what? If we’re nearly there we might as well go the whole way and add the thing everyone wants rather than just turrets and traps.”Īs far as I see it, nobody on the dev team are happy that the game can’t support mac or linux yet but none of them can fix that right now either. c/f the Engineer and how it felt (and still kinda feels, TBH) bolted-on and not tied in meaningfully. We’ve also seen what happens when the team try to grind out features because they feel “obligated” to include them, rather than because they think it’s the best thing for the game at the time. After all, the not-so-secret test kinda proves they’ve at least thought about it. I highly doubt it’s a lack of desire which is holding up mac and linux compatability.
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