![]() ![]() It can be used for your own projects, whether commercial or non-commercials, fast prototyping with existing assets or to mod existing Shadows. We actually developed more games on it, though the only one worthy mentioning and really completed to release date is Shadows. I am not saying it is the best editor on the world, but it may be one of the best and most universal for Ogre There are further countless functionalities - groups, layers, ragdoll, freezing, trajectory movements, etc Complete art assets in Ogre format (no source files for the assets)Įditor has even support for export into iOS format. Complete C++ source codes to compile your own Shadows version Addtional editors, featuring Grass, Water, Wrecks, Sky, Lightning, ![]() Therefore I was wondering if there would be an interest for such thing as source codes and if so - would you be willing to pay for it? It is not going to cost much - rather very symbolic figure especially considering the amount of work we spent for the game, something around price of a new better game, or collector's edition of some games. We still would like to contribute to Ogre Community though and it would be pity to leave all our work gone useless. And they have a small dispersed audience, which results in poor ROI from your marketing dollars.We consider releasing complete Ogre3D source codes for Shadows: Heretic Kingdoms as we are reworking the entire game into the new technology and we had to abandon the existing source base. Generally, these types of games are not graphically pretty. It has increased the importance of marketing, but marketing spreadsheet tycoons is a difficult thing to do. More games are being released, and thus more options for consumers. There is a downside to everything becoming easier to make from a business perspective. So when deciding to make a tycoon game, you'd probably pick a builder style over a spreadsheet-style because the market is bigger, and you'll be able to make it faster in Unity. Making something easier to do, allows you to do it faster with fewer resources, making it more profitable. So using Unity (and UE) is a great benefit for a builder tycoon game, but it doesn't offer as many benefits to a spreadsheet tycoon. ![]() Using Unity helps with the graphical side of programming by creating better graphics and cutting down development time. But for spreadsheet tycoon games, it's the opposite, 70-90% logical and 10-30 graphical. But It also took too long to make with the limited resources and everything (including the engine) being built from middleware/scratch.Īll similar games are made in Unity now, which makes gamemaking kinda easier.įor builder-style games and most other games, it's 70-90% graphical programming and art. GearCity did better than most spreadsheet games. It'll probably end up at about the same hourly rate as the job I quit ~11 years ago to make it. The good news is, those numbers should go up when I stop working on it. (Which self-employed in the US, you're taxed a bit more than a wage earner.)ġ Disclaimer these numbers are all guesstimations for conversation and not straight from my accounting books. 1 After subtracting $50k for expenses, 1 it leaves about $170,000 1 over 12 years of work. Once you add in regional pricing, VAT, valve royalties, former publisher's royalties, former publisher stealing a year of sales through insolvency, it comes out to about $220,000 net revenues. Gearcity is quite great car sales tycoon, but did it sell many copies? Now and then, Builder Style tycoons (and its offshoots like City Builders) come back in vogue, but there has never been a resurgence of spreadsheet games outside of one niche sub-genre, sports management games. Tycoon games, in general, moved to Strategy Games in the 2000s. Quite correct, most Spreadsheet tycoons made way for Builder Style tycoons in the mid-90s. Market has changed, people have moved to neighbouring genres mostly. You hit all of the issues with nice brief bullet points, but not being witty myself, I'll expand upon your answers.
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