how many indie developers pro developers?

how many of you are indie? how many of you are pro? if there are more indie than pro, i think some of those nice pro features should be for indie too (maybe like 2).

maybe this should be in the wishlist… idk

If there are more indie than pro you draw the wrong conclusion cause if thats the case then there should be less people not interested in driving the tech they use all the time and upgrade to pro, not degenerate pro by feeding non-supporters more features and punishing those that pay for Unitys future by taking away pro benefits :slight_smile:

you do know they could lower the price (to like 1000 if they take two away) and give you your money back… and i think i’ve seen more indie developers than pro, and i am thankful they made a FREE FULL version for us, so dont say anything like i dont.

My honest opinion is that they should actually raise the price of Indie to a couple of hundred bucks like it was before. If there are more indie than Pro users then it is likely because the indie version is free. Fancy that, more people are willing to try out something for free than buy something.

Yupp, there was more seriousness and “awareness that workforce does cost more than $0 / h” before Unity Indie ($199) was cut and just Unity (Free - there is no unity indie anymore) was introduced in its place with the whole same featureset.

That Unity is offered at $0 makes too many people believe that they are entitled to anything at all without paying for it or offering something comparable for trade.

I would agree with this. I’d rather see an indie version that costs $100 to $300 and has most of the pro features than a free version with the limitations.

The poll lacks of the hobby developers. Those who will never earn anything with their games, when they even finish a game at all. Indie != Hobby;

I think you missunterstood the idea. the idea is to get the current free one cost something again so the “value of work force” is recognized again instead of having the free rider attitude applied to all and everything.

I don’t want to see Pros value cut for cheapsaking, either pro as whole ceases to exist (and thats a thing that won’t change before U4) or the gap needs to remain so new pro only things need to be introduced when giving away stuff to the indie license.

I’m an indie. And I don’t want to see a price change in pro. It might be good for me, but I want UT to continue to be brilliant. So sooner or later I’ll give them my money, and I really think people should stop looking for a cheaper version. It is eventually your loss.

I would replace that with “for sure”. See all competition and how they turned out.
Either the engine development nearly froze as on Torque or they went out of the licensable engine middleware business as whole.

No money means no dev means no progress means end of engine as outdated middleware won’t go anywhere nowadays

yeah, once im older and have more money sure i’ll buy unity pro… or possibly a different game engine…

I understand the idea just fine, I just don’t “completely” agree with your take on it.
Commercial/pro developers pay commercial prices for the same product because they can afford it and they should receive commercial/pro “service” for that price, not feature differences, because it’s an unnecessary distinction.
There’s precedence for this all over software and even hardware.
The things that the commercial/pro version should offer that indie does not are:
a) service via phone/email, and
b) built in asset server as part of the pro license (but I’d open up indie for third party versioning tools).
The indie version should represent a market price that is easily spent by anyone with a basic industrial nation income ($100 to $300).
This puts everyone on a level playing field for software capabilities (which do affect the ability to create a viable product), generates revenue for ALL software use, and gets rid of the indie “welfare system” where many users believe they deserve everything for free and clog the forums up with less than productive posts. It also makes it such that Unity only needs to support one version of the base software and not two. Lastly, it puts the full power of the software into the hands of far more people that will likely to transition to the Commercial/pro license.

Right now we have tons of free users who whine about what they don’t get,
people using the free version who can’t/won’t upgrade to pro, simply because it’s too expensive for an average person to afford, but can’t compete feature for feature on a final product because they have a limited version, and professional users that pay more but don’t get much better service and need to pay even more money for Unity Asset server (whose price to value ratio is in debate) or roll their own version control which should be built into any truly “pro” product. None of that seems like a win for anyone to me.

The bottom line is, I don’t believe the feature delta does anything to get “most” indie users to transition to Pro because the pricing delta is too high for “most” people to afford/justify the risk in purchasing. This is not in the best interest of Unity or the customers.

If you do all the hard work that is required to make a pretty good game (meaning pushing what indie can do to its limits), I imagine finding someone to sponsor you so you can buy the pro license is attainable.

EDIT: Right now it seems like a lot of people are complaining because the game they spent a whole afternoon creating doesn’t have shadows…

I know I’d sponsor somebody with a decent game. I’ve offered it a few times.

If pro version entitled to any kind of official support via phone or email, 1500 USD would be nowhere near enough to support the staff required. That would lead Unity3D pro to cost at least ten times what it would cost today making it effectively unaffordable for indie developpers (not hobbyist).

You can make incredible things with the free version of Unity and it’s certainly enough to start a business and earn the 1500 dollars required to get the pro version. The fact is “tons of users” are using the free version and won’t go anywhere even if they were given the pro version for free. This ‘hurdle’ may be in fact a good indicator if you got what it takes to be a game developer.

Spot on, spot on. lol

Actually, it’s the lack of build stripping, occlusion culling, asset bundle streaming (for web games that are notoriously difficult to make money from, but the most open market), no native code plugin support, and no profiler optimization, that are the most striking differences IMHO from a “competitive” standpoint for people using Indie vs. Pro that can “actually produce” a viable game. But I agree that most users will mention shadows first, simply because that’s the most obvious to new users who know very little about what they’re doing.

Whatever though. This is just becoming a “well I can afford $1500, $3000, or $4500 and therefore deserve more for my money, so therefore you should, it’s really a ‘value’ after all, everyone who can’t must be a whiny 12 year old, blah, blah, blah” argument, no statements of which follow any real logic IMHO and don’t end up benefitting Unity or the customer base.
I can afford $3000 too, but I’m not going to take that risk, that would be foolish, but Unity could have me significantly more vested in their product for $400, and therefore more likely to make a future larger purchase if the revenue stream comes in. Instead they have me in a, sort of interested because it’s free but easy to walk away from situation, and a whole bunch of free users that will probably never produce anything, and therefore not expand or upgrade the base of paying customers substantially.

I love unity, by far my favorite engine to work with and I try to use it as much as I can.
Game development is a hobby for me and I just have fun messing around in engines. I have made very little money. This makes $1000 a bit to much for me just to play with a few features. So for ios development I go to corona, or udk depending on what I want to do because I know my game wont make $50,000 let alone the $1000+ I need for unity pro and unity ios.
I like the way corona and udk handle this issue. Allowing users to use the software and pay licensing fees after the development process. They both also cost quite a bit less and seem very indie friendly. At the same time if you don’t need the features or are building games for web portals nothing beats unity free.

If there are more indie than pro, pro needs more features so indies upgrade.