It was THIS close to becoming a demo

    • @[email protected]
      link
      fedilink
      43
      edit-2
      9 months ago

      When I opened GitHub this morning, Godot was the #1 trending repository. So yeah.

      Everyone with half a brain could have seen something like this happen from a mile away but yet here we are. If you lock yourself in with a proprietary vendor, they can screw you over later. See also Reddit. And if I were to venture a guess the same will happen with Discord.

  • @[email protected]
    link
    fedilink
    419 months ago

    Until you make 200k you don’t get charged. So you’re likely fine to release it and if it’s successful port it to a different engine before you hit that.

    • Johanno
      link
      fedilink
      239 months ago

      Problem is that if you intent to monetize it then you might “accidentally” make a good game that is installed a lot and maybe you charged 5$ upfront via steam. Now you come by the 200k$ threshold and have to pay steam 30% and assuming worst case you have 500k installs.

      Meaning you owe now unity 100k$.

      So 200k - 60(steam)-100k is 40k$

      You have now 40$ left to produce your game.

      Even worse. If you have now stopped selling the game due to reasons. People reinstalling it will cost you 20 Cent

      • @piecat
        link
        29 months ago

        So wait. If I bought a game they can just brick it down the road?

        • @Yokozuna
          link
          3
          edit-2
          9 months ago

          Well yea, if you buy any digital game anywhere but GoG, I don’t know any others that have policies like theirs, you’re basically just renting it, you dont buy the game you just buy the license. GoG has a system set up to where you actually own the game, and if they went out of business tomorrow, you could still play your games fine.

          Let’s say you happen to buy a game or dlc off of a second-hand site and redeem it on steam, origin, or whatever launcher. You use it, and it works, and you play for a while, no problem. Well, if that key you bought is flagged for whatever reason, and the publishers of said game can decide to revoke the license you bought, and that’s a wrap. Because that’s all you’re buying, even straight from steam or anywhere else - just a license. I used the second-hand website as an example because it does happen there. I haven’t really heard anything happening on legit purchases straight from a vendor, but the legal wording is all there, and what I described is possible.

      • @[email protected]
        link
        fedilink
        19 months ago

        $200k divided by $5 is 40,000 sales. You aren’t likely to have 500k installs from 40,000 sales…

    • Bappity
      link
      English
      139 months ago

      no idea how much time and work it might take, the hype could die down in-between if it’s a long time

      • @[email protected]
        link
        fedilink
        -119 months ago

        This is why it’s best to write your game to be engine agnostic with integration points.

        But It does feel like a waste of effort until something like this happens.

        • @[email protected]
          link
          fedilink
          English
          239 months ago

          Can you show me a single engine agnostic game? I don’t see how that’s even remotely feasible

          • Tuna Casserole
            link
            fedilink
            149 months ago

            I guess it would be doable by trying to write a bunch of wrappers around engine specific stuff, but holy shit development would be… ugh. Slow and ultimately a confusing mess to maintain still

          • @CluckN
            link
            119 months ago

            Imagine not writing your game in assembly

  • The Octonaut
    link
    fedilink
    409 months ago

    So just release it as a demo then? Pay per install doesn’t apply to literally everything built in Unity.

    • @[email protected]
      link
      fedilink
      249 months ago

      Doesn’t it tho? I thought everything that looks like a download gets billed like a download…

      • @[email protected]
        link
        fedilink
        469 months ago

        It only kicks in after you make a certain revenue with the game (200k USD for Unity Personal and 1Million USD for Unity Pro). So if revenue is 0, it will never kick in.

          • @[email protected]
            link
            fedilink
            37
            edit-2
            9 months ago

            The same way any company that has a contract dependent on the other side’s revenue (or the tax services for that matter) does it. If you use Unity you have to report your revenue, and if you are caught lying their lawyers are going to shred you to pieces in court.

            • @[email protected]
              link
              fedilink
              English
              69 months ago

              Also, you’re liable for whatever amount their AI says you’re liable for. And you’re liable for whatever amount their install telemetry says you’re liable for. Whichever is greater.

        • MonsterOP
          link
          19 months ago

          Ah, OK well now I know. Wasn’t too sure about that.

  • @[email protected]
    link
    fedilink
    79 months ago

    I was also going to use unity for my video game, but as I saw that unity changed their policy, or is going to change it too the worse in January. I’m going to stick with Godot.

    • @Aermis
      link
      19 months ago

      I’ve been living under a rock. What’s going on with unity?

  • @PunnyName
    link
    3
    edit-2
    9 months ago

    Make like 10 “versions” that people can choose from. So it’s harder to get to the individual download threshold.