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Member Since 14 Feb 2007
Online Last Active Today, 03:08 AM

Posts I've Made

In Topic: Looking For Writing Partner!

Yesterday, 11:50 PM

Please post recruitment threads in the classifieds section.

In Topic: Pricing for publishing on different platforms?

Yesterday, 10:16 PM

Most digital stores take about 30% of the retail price for themselves.

Console development requires devkits, porting your game (possibly months of porting your game), and intensive QA/Certification (and programming time to fix the cert issues).

If you're lucky, the gatekeepers might give you a devkit for free and waive the cert costs. You might also be using an engine which has done most of the porting for you.
If you work with a publisher, often they will lend you their own dev-kits and will pay the QA/cert costs.
If you're unlucky, I would guess-budget $5k per kit and $10k per certification attempt (probably 2 attempts to be safe), at least 2 man-months on cert bugfixing and 6 man-months on porting... Multiplied by number of platforms. Napkin math makes that at least somewhere about the $150k range for porting a PC game to Xbone/PS4.

The smart thing to do would be to become a registered Sony/Xbox/Nintendo developer NOW so you can get access to all the private facts you need.

Xbone/PS4/WiiU are all attainable platforms for serious indies.
Scrap Xb360 as their digital publishing policies are bizarre.
Scrap PS3/Wii as development is too different to PC so porting costs will be huge.

I found this on Polygon:

"Polygon spoke to various development sources who say that the PlayStation 4 dev kit costs about $2,500, which is $2,000 more than an Xbox One. Indie Xbox One developers will also pay a fee to Microsoft, which a source said is a few hundred dollars. Microsoft declined to talk publicly about the fee."

Why are they comparing PS4 devkits to consumer/retail Xbones? FWIW, that info is wrong, and Xbone devkits are not the same price as at retail...
Ah, they're making that false comparison because the opening line of the article is "Microsoft has swung open the gates to indie developers by making the Xbox One a development kit in its own right."... however, they neglect to remind the reader that this swinging of gates is actually only a vision of a roadmap, not actually a real situation yet.

They also mention in that article that many developers have gotten dev-kits for free.

In Topic: Reusing abandoned trademarks?

Yesterday, 10:07 PM

™ style marks (or any mark even lacking a ™ symbol, which is used to identify a product) are unregistered - they exist as trademakrs simply through use only.

® style marks have lots of paperwork and fees and procedures.

In Topic: Steam's compensated modding policy

Yesterday, 10:17 AM

Lots of doom and gloom predictions, and lots of modding is dying and this will be the mod-Jesus predictions. Will certainly be interesting to see how it unfolds.

In Topic: Irradiance environment map and visibility

Yesterday, 10:15 AM

Same thing, but it's now no longer actually correct laugh.png

Another hack is to generate bent-normals from the "mask" map -- find the average unoccluded value, and get prefiltered lighting from that direction instead. Maybe also use the solid area of the largest cone you can create around that bent normal without hitting an occlusion, compared to the hemisphere's total solid area as some kind of "ao" factor.