I'll shmaplefle your shclagorglymorg!
Well, they look adorable.
That smoke effect looks really weird, but really cool. O.o
Thank Yew for the update, but I'm mostly Stumped for words on this!
Very good points, but as far as I see it if the Gamedev who made the game is making a "mod" for their game, it's really a DLC. Not a mod. If Gamedevs go making mods for OTHER people's games, there could be problems.
Now this is probably the most understandable way to use paid-for mods. Good idea. =)
Making a career out of what you love to do is not uncommon and saying someone shouldn't do it because they can make money off of it is childish. Just because you think everyone will abuse it, doesn't mean everyone will.
With making money off of something, there will ALWAYS be bad people to try and abuse it to get a quick buck. But you know what? 90% of the time those games/whatever are ignored because the usual person can understand it's probably poor quality. Sure, there will be a problem for a little bit of people paying for mods and then getting ripped off because most people wouldn't really know how to judge the quality of a mod, but it would sort itself out eventually.
UE and Unity are not free for commercial use. If you want to sell your game, you have to pay a ridiculous amount of royalties.
UE is NOT free for commercial purposes. Neither is Unity. I dunno about Cry Engine, though. If Source 2 really is going to be free for commercial purposes then that's really going to give it an advantage over most other engines.
But ontop of this, 3D games are not the only kind of game people want to make. Some people want to make 2D Platformers, or RTS games. Making one of those engines into that kind of game takes a lot of work.
I don't know of a good engine for 2D engine that's reliable, cheap/free for commercial use, AND has everything you need.
I only know of two RTS engines, Megaglest and OpenRA, both of which have very clunky mechanics so what you can do with them are quite limited because the Gameplay will inevitably break down into the same thing because skill-based and tactical things are very hard to actually pull off. It's more worth it to just learn what's the biggest bang for the buck and mass it.
You know, I dunno if I've said it yet or not but.
I ******* LOVE THIS ARTSTYLE. This is like, top of the line best of the best 16-bit-esque style you can get.
And it's even better that you're using modern enhancements to show off that this style is a choice, you're not limited by hardware like how the style originally was back in the actual 16-bit era...
Pumpkin Pants... Well that's probably the most unique choice of clothes I've ever seen.
Why does it look like she has no underwear at all? o-o
Cool character design.
Very nice. ^^
Oh. Well then.
Good anime. Thanks for saying that, now I might actually be interested in this.
Lol that sound clip... (That is like, the definition of a temporary sound...XD)
Lol, nice ability! xD
A lot of people like to think the fan-made ending is more canon then the original, you're fine to join in on that. xD
So let's live it together* xD
BTW, I recognize the chick from Yume Nikki but I have no idea who the other characters are...
EDIT: Also, others have said:
Quote:If you are a mod maker and intend to make a living on it you should get together with some other guys and make an indie game. That would be a wiser way of using your talent. The same skills are involved, 3D modelling, programming, etc.
Well... They should, but they shouldn't. Licensing an engine is not cheap and building your own engine is even more expensive. But unfortunately for making an Indie Game, there isn't much of an option there for that. You're more then likely not going to be able to license an engine. You don't have a choice you have to make your own but you can't do that without a lot of sacrifice because it's a huge time consumer.
Unless you already have an engine you made just laying around not being used, you're coders are not going to have a good time making an indie game.
I think numbers will have to be just right. Companies shouldn't force a minimum amount (Like not letting anyone charge under 5 bucks for their mod) and they should take only a reasonable percent that would encourage the developer to continue making mods.
Hell, if you want to charge for mods and give people money for the mods they make why not just straight-up commission some of these people to make the content way before the game even comes out? It would still be what the modder wants, not the actual game's devs, so you couldn't say "It's content that should've been in the game" it helps out some mod devs to get a quick and early start on things so they can maybe get popularity sooner, and it helps immediately give extra content to a game that might feel a little skimped.
My final thoughts:
1. Just be ******* reasonable, that's the whole reason why all the other methods for monetizing never ******* worked. Nobody was being reasonable! Everybody has ****** PR!
2. This could really go either way. Good or bad. But I suspect bad before the good. If it can survive long enough to get over the initial backlash, it might actually end up as a good part.
3. I don't think DRM would effect much of anything. If mods want to charge for mods reliably then tough luck because the only way to do it would be through whoever supports it like Valve so you'll have to play by their rules. Otherwise, if you just want to put it on Moddb or something, you can do mostly whatever you want. (Probably the only thing that people actually care that they don't want on here is straight-up porno)
4. Am I with it? Eh, I guess I'm willing to give it a shot. But am I 100% for it? Not quite. I don't see it working out immediately and I think it could greatly damage communities because of the differing opinion on this. If it exists, people will discuss it. If they decide to scrap the idea like they are going to right now, people aren't going to talk much about it at all.
The texture work seems a bit messy, but this does seem to show off what the Engine can look like a bit better then some other games using it.
HOLY FRICK! That working Reactor made me **** a little!
I don't like the 12 workers and 5 minerals returned though. That greatly increases the amount of workers needed to optimally saturate and that really reduces army size... Having up to 4 to 6 extra workers needed for optimal harvesting per base can end up cutting another 10 to 20 supply off in all. It will also promote less bases and less aggressive base taking because of how much supply workers are taking up.
Such in-depth explanations. =D!
Hm... I see Disk Throwers... Be it the bouncing in projectiles, perhaps...?
(It's a fun mechanic, but it's actually detrimental to the Disk Thrower. xD!)
Ah yes, these weird pinup things... What were these for again?
Aaaaah tooooo cuuuuuuute. @_@
I can't believe I forgot to vote. Thanks for the reminder. ;)
That definitely looks like a more unique Zombie for sure. =)
Oh wow, this one is actually super-cool! Be careful with the animations, though. It could end up looking really weird.
Brush! Brush! Brush your teeth!
Also, that dress looks stupid to me.