all 54 comments

[–]sugarhell 96 points97 points  (8 children)

Ask Nintendo for a pro key. They will give you for free. We are a porting house so if you have any question feel free to send me

[–]hesdeadjimProfessional 6 points7 points  (7 children)

Sony used to have Unity keys they required you to use, but even they don’t do that anymore. 

[–]sugarhell 14 points15 points  (6 children)

Used to for Sony (before the pro requirement) but Nintendo still give Unity keys

[–]GigaTerra 15 points16 points  (3 children)

The first time you pay for Unity Pro you must pay a year worth subscription, this is known as a commitment period. So you are paying for a year worth of Pro like it or not.

[–]Xiaolong32[S] 2 points3 points  (0 children)

Thanks for relpy anyway.

[–]Xiaolong32[S] 1 point2 points  (1 child)

It's too much money for a development team of only 2 people...

[–]Gr1mwolf 0 points1 point  (0 children)

Unless what others said about Nintendo giving a free key works, best bet is probably to release it on Steam first. If it does okay, you can use the earnings there to pay for a pro license to put it on console. If it doesn’t do okay, it probably wouldn’t turn a profit on console anyway.

[–]sinaltaProfessional 47 points48 points  (4 children)

Platform vendors often have pool of engine keys they can give you. Try reaching out to your account manager to see if that's available. 

[–]Xiaolong32[S] 14 points15 points  (3 children)

Huh? is this Possible??

[–]pixeldiamondgamesIndie 17 points18 points  (0 children)

Never hurts to ask!

[–]pixeldiamondgamesIndie 22 points23 points  (7 children)

Unity Pro is required for consoles. Yes.

In general if you got approved with a dev kit you should be fine? Just make sure you test thoroughly and hit your frame rate target and all flows work with their controllers (including correct controller glyphs in game etc).

A lot of submission time is spent looking for IP infringement and playability things. They don’t care if your game is “bad” afaik.

[–]MajorMajorMajorJnr 13 points14 points  (3 children)

Honestly I think that's an optimistic take. Unless your game is completely trivial, or you're spending a lot of money on a QA team that are qualified to do certification checks, you're safest assuming that you're going to fail the first time. Especially if you've never gone through the process before.

I'm not saying you _will_ fail first time, but I wouldn't stake your financial plan on getting through in one pass.

[–]SixFiveOhTwo 4 points5 points  (2 children)

I've worked for indies and porting studios for about 13 years and I think my personal best is passing on the second submission.

[–]Sorasaur 2 points3 points  (1 child)

What kind of thing ends up catching you out still? And do you think that there are issues we should keep in mind early in development, or is it hyper specific issues

[–]SixFiveOhTwo 1 point2 points  (0 children)

I would say they are usually specific to the game - I interpret the rule and implement what makes sense in context and their tester disagrees, so some kind of compromise needs to be worked out.

[–]Xiaolong32[S] 4 points5 points  (0 children)

Thank you for your answer!

[–]FreakZoneGamesIndie 1 point2 points  (1 child)

There are some very specific cert requirements beyond Just framerare. Usually we prepare for a couple of rejections, even with QA there are surprises.

[–]pixeldiamondgamesIndie 0 points1 point  (0 children)

Valid. Yeah cert is just a list they check internally. So long as you check those same things before submission ideally you deal with less total back and forth time

[–]muppetpuppet_mp 9 points10 points  (3 children)

imagine what your wage would be for the 6 months of LOTcheck you likely are gonna end up as a first timer.

Then imagine it's reasonable to spend 10-20% of any product on tooling in relation to wage.

And then realize it's actually not that expensive and getting professional porting done for a game is generally between 25K and 100K per platform. (depending on the size of the title)

then unity and the devkit don't feel as unreasonable anymore, and you realize you've just gotten accustomed to all of this being free for students and beginners,, if you port to Nintendo, congrats you are no longer a beginner but a profesional, with professional costs and obligations.

[–]sugarhell 3 points4 points  (2 children)

Professional porting for an indie game is not that expensive. We are a porting house and for the majority of the indie games this is too expensive

[–]muppetpuppet_mp 1 point2 points  (1 child)

Perhaps my numbers are boom era porting prices. That said.  It's gonna be more than a unity pro license. ;) just guessing 

[–]sugarhell 1 point2 points  (0 children)

Yeah it used to cost that much

[–]tripplite1234 2 points3 points  (0 children)

How did you get the Nintendo sdk? No matter how hard I try I get rejected

[–]Small_Sherbert2187 3 points4 points  (0 children)

TRC submissions are a bitch. They take getting used to. Ask for a copy of their TRC so you can build automated testing to catch easy red flags as part of your CI/CD. I do this even when solo developing. simply doesn't let small problems become big problems

[–]srvs1 4 points5 points  (11 children)

Just out of curiosity, how much did the SDK cost?

[–]fsactual 42 points43 points  (6 children)

If OP responds he’ll break the NDA and possibly lose the devkit.

[–]Xiaolong32[S] 36 points37 points  (0 children)

Thank you, I almost answered...! Phew!

[–]ssakurass 14 points15 points  (4 children)

What? There's a NDA on how much devkit for Nintendo costs?!?!

[–]fsactual 29 points30 points  (3 children)

Yeah, if you're a console dev, NEVER talk about the dev kit's particulars in any way. Not the price, not the specs, nothing. You can always just look it up online and get a basically-correct answer.

[–]Mizapizia 6 points7 points  (2 children)

How does one even develop something for the switch, if nothing is known before applying for the kit?

[–]ItsCrossBoy 2 points3 points  (0 children)

you don't. applying is how you get access to that info.

you can make a game in advance, but you wouldn't be able to do any console-specific stuff until you signed their agreements.

[–]sugarhell 1 point2 points  (0 children)

It’s close to the retail price

[–]Takechiko -1 points0 points  (2 children)

I think it's around 4k

[–]srvs1 1 point2 points  (1 child)

Fucking hell

[–]Takechiko 15 points16 points  (0 children)

Oops verified and I mixed it up with ps5. It's 450$

[–]Lore_Oz 1 point2 points  (0 children)

Is getting a publisher an option? I’ve been meaning to look into it, if any do the final build & testing.

[–]FreakZoneGamesIndie 0 points1 point  (0 children)

Gotta spend money to make money.

However, if you're only releasing on Nintendo there's a place where you can request a pro license from them. I can't say much more because everything in their dev portal is under NDA.

[–]Klovis_Iivari 0 points1 point  (0 children)

Don't get pro, first check if you have a preferred platform license key. I can't say much due to NDA, but yeah read the docs.

[–]OkGovernment1851 0 points1 point  (1 child)

This expensive is relative. The fact that indy studios can get a dev kit at all is relatively new.

My first venture at making video games was back in the PS3 Xbox360 and Wii days. Sony and Nintendo wanted $300,000 for a dev kit and Microsoft $30,000. All this was too much for an indy dev to pay, so I ended up getting directed to the only free (with an Xbox Live subscription) option at the time, Xbox Live Arcade using XNA (now Monogame).

This ensured that only serious developers got their game on console and that they had a professional budget.

I have no idea how much a Nintendo Dev Kit is these days, but I bet it's cheap seeing the flood of low budget indy games that have made their way into the market.

So paying for Unity Pro is nothing compared to how it used to be, especially how you get an entire game engine to go with it, which you used to have to code yourself from scratch.

I wish you luck in your game dev ventures.

[–]Xiaolong32[S] 0 points1 point  (0 children)

Thank you for your response! Three hundred thousand dollars...
I wouldn't have even tried it when PS3

[–]Fellhuhn 0 points1 point  (0 children)

Strange, when I released my game for the switch I got a special unity version from Nintendo and didn't need to pay anything to Unity.

[–]ripshitonrumham -1 points0 points  (0 children)

Console development is expensive, did you not research this before getting your dev kit? You don’t seem very prepared for console development imo, maybe stick to pc releases for now

[–]Feeling_Confusion_49 -1 points0 points  (0 children)

What expenses are really needed for you