By the time they realize that they were using BYOND wrong, or hadn't learned some very important techniques
Exactly my main concern about the need to teach and lower the barrier to use BYOND.
Stephen001 wrote:
You need to install the platform, register within the platform (realistically) to play games available on the platform.
As most online based games. This is easy and people are used to it. And its even better with BYOND. One account, multiple games. The HTML5 client will not delete that process, people still need to create an account, somehow.
Stephen001 wrote:
I'm happy to note it's not the only step, and learning resources, presentation and platform communication all have parts to play. But without the core platform accessibility issue sorted ... the rest of it is *shrug*.
Windows alone is 85%+ of the computer consumer market. Making it available on Mac and Linux would take care of the rest. Going to a new client will involve new limitations and more work, in every single way.
That development time could have been used for a rewrite(Yes!) or portability improvements and feature upgrades.
The HTML5 client will need so much work to make it behave like the regular VM. Might aswell go for a DM language implementation on top of Dart and its VM. Might take some time but in the end it would be a new BYOND and not some glued BYOND.
In my opinion, BYOND should worry about what it is and improving upon it. Not trying to be something else. Why not add DS into the browser? Like, Flash or WebStart? The "Download and Install problem"? If the game is worth it to someone, it wont be a problem, as always.
If your game is more accessible with HTML5 and it sucks, they will leave just as quickly.
The extra work needed to use HTML5 will not bring people here. There are many other things to do HTML5 games.
This is helping the ones here, the ones that know already, not bringing new people here.
BYOND is waiting for a homerun, like Nintendo, instead of attracting all the indies like Sony and Microsoft; getting a slower but more promising increase in revenue.
I don't think OpenGL was a major overhaul or failure; well, maybe it was, but they quickly switched to DirectX shortly after releasing the OpenGL client, so I think it's hard to call that one a failure. What I mean is, the work they put in to OpenGL seemed to have paved the majority of the way for using DirectX, and moving away from the old screen drawing, one way or another, was needed.
Seems the whole Flash thing is the same way. Jeez, they never even gave that one a chance to fail, did they. I think it's been "mostly ready" for years now. It's too bad.
My criticism isn't meant to downplay the work Tom and Lummox have put in. I just can't see why they tried to keep the project going with one and a half developers for the past how many years now.
Tom's not wrong when he says the project is effectively complete. You can absolutely make great games with it. The real question is, as Stephen said in other words in this thread or some other one, why would you want to?