thinking of ways to release a 1 man project
Well I'm going to undertake a game which will take months of effort to put forward, now I'm trying to think of how I should release it. The 3 ways I may release go in this order:
1. Open Source
2. Shareware
3. Freeware
In my last game that made me money I released as Freeware, saying the only time you pay is if you use it on your web site. I sold that once.. The Open Source route looks probably the most interesting to me, as then I don't feel so greedy withholding secrets, then it may also serve people for a learning experience, increase the minute chance of modders, and if I market it real good, get it included with some distros and then try to be opted for donations :D, or if I'm real lucky, make some merch about the game and make money selling the merch. It's not going to be multiplayer, so I don't see any harm in going the Open Source route.
Is there faults in my path of trying to go on gamedevelopment on my own like this, or should I try the tried and true method of shareware(even though I think my code will be the only thing of worth to people)?
AMP Minibowling - Free asynchronous multiplayer mobile minigolf+bowling
[twitter]eedok[/twitter]
The only reason for releaseing it as shareware is if you want to start a business. If you're not interested in running a business, then you'll likely be disappointed by your shareware results, and find yourself wishing you had released it for free - open source or otherwise - after you get all the support emails.
Not knowing what kind of game or the scale of the game, i would personally opt for shareware or freeware.
It seems you're an open source person though. To me my source is a sacred thing and i'd rather keep it close by, you never know what could happen. People may just take your source and use it in their portfolios themselves with no consent from you and without even acknowledging the fact that it isnt theirs. Should you ever want to take your code and use it in your portfolio the above case wouldnt be too great for you.
I also couldnt make out whether you wanted to gain personally from this. The talk of open source and
So i suppose in the end it comes down to this:
Will you find more happiness in helping the community?
Will your game sell on such a scale that the profits are worth while? (e.g. not just enough to buy a burger at mcdonalds.)
Do you intend on a future job in the industry?
These things all change which option you'd go down. (in the same order you listed.) Really its up to you, and what i say to you won't change your mind.
It seems you're an open source person though. To me my source is a sacred thing and i'd rather keep it close by, you never know what could happen. People may just take your source and use it in their portfolios themselves with no consent from you and without even acknowledging the fact that it isnt theirs. Should you ever want to take your code and use it in your portfolio the above case wouldnt be too great for you.
I also couldnt make out whether you wanted to gain personally from this. The talk of open source and
Quote: (even though I think my code will be the only thing of worth to people)?did indicate that you are more or less seeking to help others on a community level. If this is the case then open source is a great idea!
So i suppose in the end it comes down to this:
Will you find more happiness in helping the community?
Will your game sell on such a scale that the profits are worth while? (e.g. not just enough to buy a burger at mcdonalds.)
Do you intend on a future job in the industry?
These things all change which option you'd go down. (in the same order you listed.) Really its up to you, and what i say to you won't change your mind.
Do not remove a fly from your friend's forehead with a hatchet.Chinese Proverb
Quote: Original post by kooktroop
Will you find more happiness in helping the community?
Will your game sell on such a scale that the profits are worth while? (e.g. not just enough to buy a burger at mcdonalds.)
Do you intend on a future job in the industry?
1)Of course.
2)As much as I'd like to think it so, probably not.
3)Yes.
AMP Minibowling - Free asynchronous multiplayer mobile minigolf+bowling
[twitter]eedok[/twitter]
Based on the three answers you gave me, i'd say keep your source code to yourself for the time being. Come completetion time take another look at the game and decide what you want to do with it.
That way if you love the code, or think you've got some really great algorithm you'd prefer to keep to yourself, you can. On the other hand if you just can't wait to release it too the world... you can!
By not commiting yourself now you can leave it until the decision actually has to be made. You'll probably end up better for it.
For a future job in the industry any of the options is viable, but you may consider free ware the best option (or opensource) and really get people playing your game and get it well known. This might turn industry people looking for you instead of visa-versa.
All the best!
That way if you love the code, or think you've got some really great algorithm you'd prefer to keep to yourself, you can. On the other hand if you just can't wait to release it too the world... you can!
By not commiting yourself now you can leave it until the decision actually has to be made. You'll probably end up better for it.
For a future job in the industry any of the options is viable, but you may consider free ware the best option (or opensource) and really get people playing your game and get it well known. This might turn industry people looking for you instead of visa-versa.
All the best!
Do not remove a fly from your friend's forehead with a hatchet.Chinese Proverb
You could make it opensource and shareware. When they buy the game they get the source code and they get the game. Or you could release the source for free but have to buy the game to get to play.
______________________________________________________________________________________With the flesh of a cow.
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