This is not homebrew, it’s #Nindie
Continuing from my previous post, I got a basic 3D engine running on the 3DS with basic colour (RGA) and textured (with transparency) polygons.
I’ll try and keep the dev blogs not so wordy and long.
It will be technical but not in great detail.
I guess this blog is mostly for other game developers, programmers and gamers interested in how the ‘console’ game sausage is made?
Regardless, it reminds me of the few times I updated my Net Yaroze members site, so so many years ago!
The real start of this blog would be the huge post I wrote on Why indie developers should consider making games for the Nintendo 3DS.
Anyway, after the learning curve of the 3DS hardware & software, and getting the development environment working, came the hard part… the actual development!
[This is not homebrew, it’s #Nindie]
The TL;DR version is:
Update: I’ve started blogging my 3DS #Nindie game development.
Firstly, I’ll start by saying, I’m no indie, I’m just an old hobbyist, so take all this with a grain of salt!
Also, if it’s not apparent by my (Playstation) site, I’m not a Nintendo FanBoy, but there’s a lot that impressed me with the 3DS!
But to “Do the Math”
The Atari Jaguar slogan “Do the Math” is very apt here, with over 70+ million original 3DS compatible units in the wild and with only about 15 new games being launched per month, it’s a financial “no brainier” to be on 3DS! (Not actual financial advice)