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Ed Welch

Member Since 08 Jun 2009
Offline Last Active Yesterday, 05:30 PM

#5218091 Has royalty share ever worked?

Posted by Ed Welch on 21 March 2015 - 11:54 AM

Thanks for the answers guys - the advice is quite useful.

I asked the question because I was toying with the idea of royalty share, but now I think I will approach the problem a different way.




#5217676 Has royalty share ever worked?

Posted by Ed Welch on 19 March 2015 - 11:55 AM

 

Wow, that's quite an amazing game for an Indie studio

There's a big difference between "indies" (independent games studios), and "indies" (groups of random people on the internet) biggrin.png

 

If there's an IGDA meetup in your area, go and see if you can meet these kinds of actual developers.

I'm lucky enough to share an office with something like 20 other indie companies, plus there's a hugely active IGDA group in my city (hundreds of people)... so in my immediate network I've met indies working on an MMO exploration game, a whole catalogue of choose your own adventure books, an arcade weapons racer, a car/tycoon simulator, a speed-run 3D platformer, a space trading MMO, amazingly successful mobile games, successful lone wolves, Syndicate-esque top-down tactics, a "minecraft-clone" shooter, co-developers of a dinosaur FPS, a quake-style arena FPS, and surely more I've forgotten to remember laugh.png

Many of them are fairly recent start-ups with fairly small teams, which means there's a high likelyhood that the core team members on many of these kinds of projects are receiving shares in the company rather than actual money to begin with.

 

Thanks for the advice, Hodgman!

Yeah, I get the feeling that most of the successful collaboration projects were ones where the people involved already knew each other.




#5217628 Has royalty share ever worked?

Posted by Ed Welch on 19 March 2015 - 07:23 AM

The groups that appear on forums with no experience at all, overly vague yet massive ideas, usually no talent, no idea of the legal/business side of things... that's a complete mess that I'd advise people to steer clear of.

As for successes, there's a studio in the same building as me, League of Geeks, who have built their game using a well defined profit-sharing system. The core of their team are actual development veterans coming from other studios, they've sat down ahead of time and worked out all the legals of doing a profit sharing system, and then they've planned out all the work involved and assigned 'points' to different tasks. IIRC, when they're finished, they'll add up all the points, and then everyone gets a slice of the profits depending on how many points they've earned.

They're only in early access now, but they're looking on track to actually finish their game. At that point, I think they're planning to release their "point system" for other devs to copy if they like.

Wow, that's quite an amazing game for an Indie studio




#5209699 Next-Gen OpenGL To Be Shown Off Next Month

Posted by Ed Welch on 09 February 2015 - 04:57 PM


The free upgrade to Win10 kinda solves this problem anyway.

Beware, Windows 10 is only free if you upgrade an existing PC from Win7/8. If you buy a new PC it's a subscription service.




#5158086 Metal API .... whait what

Posted by Ed Welch on 04 June 2014 - 07:29 AM

 

 

Metal's C++ based shader language is an interesting idea. Generics/templates might be fun.

I don't think the shader langauge is c++ based. I never seen a double square bracket in c++. Looks more like object c to me

 

Like these? http://en.wikipedia.org/wiki/C++11#Attributes

 

Ok, I stand corrected :P




#5158071 Metal API .... whait what

Posted by Ed Welch on 04 June 2014 - 05:42 AM

Metal's C++ based shader language is an interesting idea. Generics/templates might be fun.

I don't think the shader langauge is c++ based. I never seen a double square bracket in c++. Looks more like object c to me




#5137164 DirectX 12 Announced

Posted by Ed Welch on 07 March 2014 - 11:59 AM

If DirectX 12 has no Windows 7 support, I doubt any games will use it. Who would release a game for an OS that has only 10%  market share?




#5129179 AMD's Mantle API

Posted by Ed Welch on 05 February 2014 - 05:58 PM

According to this blog entry Microsoft are working on "bringing lightweight runtime and tooling capabilities of the Xbox One Direct3D implementation to Windows":

http://blogs.windows.com/windows/b/appbuilder/archive/2013/10/14/raising-the-bar-with-direct3d.aspx?Redirected=true

 

I assume that would be fixing the draw call overhead, similiar to what Mantle does.




#5058541 Is there anything faster than A* pathing?

Posted by Ed Welch on 02 May 2013 - 01:17 AM

If you try to do path finding on a target that's not reachable the A* algorithm iterates through every possible square in the scene, which is very slow. To solve that I use floodfill to check that the target is reachable. The floodfill checks that both start and target squares are both in the same area.




#5052375 Murl Engine VS Unity Engine

Posted by Ed Welch on 12 April 2013 - 02:09 AM

Murl Engine looks very new. They haven't fully listed the features of the engine (does it support shadows, sprites, widgets, etc.).




#4845138 Bug testing Lemmings iPhone Game

Posted by Ed Welch on 05 August 2011 - 12:42 PM

Maybe you simply didn't test enough to find the bugs. I had a nasty intermittent bug in the first version of my game. It took me 8 hours of continous testing before I found it. Also, check the crash logs in iTunes connect.


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