Hello,
edit for the sake of peace : this is not a you-have-to-do-that thread, this is just a lightly hearted discussion from random thoughts.
So, with the growing amount of frameworks, addons, and external services that quickly appeared for iPhone devs, this just made me realize something :
Actually, the crossplatform Indie vs. Pro frontier is not that clear, because too thin. This has been stated by a consistent number of customers over a lot of threads posts, judging by all the requests to have Pro features in Indie.
So I saw a new approach possiblity (and maybe it’s already in the works at Unity, according to the recent scoreloop thread) :
-
Indie : everything that is actually in Pro version.
Without the forced splash screen (it could turn into an option, as some will still want to promote Unity).
Would turn it in a very powerful tool, easily customizable with everybody’s own framework and assrts. -
Pro : Indie + custom bundles. Custom bundles would be a gamedev best friend, consisting in several vital tools.
These could be :
a character manager (to support avatar systems and multiple skinnings/bones behaviours),
a social network system (scoreloop thread in iPhone forum),
an advanced sound manager (echoes, EQ, etc),
an achievement system (like XBLive achievements),
an advanced benchmarking/auditing tool (to trace precise objects, values, perfs, etc),
an advanced 2D graphics manager,
and whatever your imagination would guess about a gamedev needs … -
and if we don’t change the Pro / Indie packages, a possibility to purchase these bundles separately.
Why ? Because of 2 reasons :
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in my humble opinion, what makes the difference between 2 pricetags for a gamebuilding engine should not include the game production process, but only the tool itself.
Actually, if a gamedev got a good idea and makes tons of money thanks to it, he got to pay a tax for having success, after having purchased the tool. Personally I’m ok with it for the moment, as the Pro license is not that expensive.
But it’s not very logical
And for cartesian people, it would seem unfair, like if Unity would say “hey, you got some creative production talent, but that’s thanks to us !”.
Which means the business model in itself got some bias. -
When you look over Unifycommunity.com, most of the scripts are basic functions, like 2D management, cross-skinning management, and stuff. And when you look at the forums requests, you can see these functions are the most queried.
So it’s a good thing to let customers build an additional framework, as it tightens links between each others. But in the end, I don’t think this is the most optimized pattern : actually, we got 2 choices. Build those functions from scratch, or adapt this custom framework to our game. In those 2 cases, it’s an open door to leaks and bad code architecture. If Unity was offering such tools natively, wouldn’t everybody’s own framework look much clearer ?
Plus the fact that it would save a lot of FPS due to native compiling optimization.
So to resume, Indie would let the choice to build our own tools. Pro would offer a native and highly optimized version of those tools, which would save a lot of time and ingame performance (unless we’re all genius on crack).
Maxxon is working like that with Cinema 4D, and it’s great. You pick a pack, or just the core, or just what you need.
A lot of creative tool companies adopted this business model (reminds me of Adobe with Creative Suite, too). I think it fits best with the variety in this massive creative market.
Well, just my thoughts after a Thursday lunch
Cheers
(p.s : all those edits are for typo, sorry for that :roll: )