It was THIS close to becoming a demo

    • Laser@feddit.de
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      1 year 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.

  • The Octonaut@mander.xyz
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    1 year ago

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

      • jmcs@discuss.tchncs.de
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        1 year 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.

          • jmcs@discuss.tchncs.de
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            1 year 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.

            • rotopenguin@infosec.pub
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              1 year 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.

  • Lmaydev@programming.dev
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    1 year 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@feddit.de
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      1 year 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

        • Yokozuna@lemmy.world
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          1 year 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.

    • Bappity@lemmy.world
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      1 year ago

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

      • Lmaydev@programming.dev
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        1 year 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.

          • Tuna Casserole@programming.dev
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            1 year 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

  • PunnyName@lemmy.world
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    1 year ago

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