The usage of the term "Indie" has changed within the last few years. I think there's a valid point here and one which hadn't even occurred to me until recently: I've just finished reading this whole thread and I couldn't help picking up on the product naming thing. This is just a scenario, but the trick is to understand that you need to decide what your market is (what type of games you want to develop with Indie or with Pro) and what type of reward you want in the end from your game. This will net you a nice sum to cover your development tools and actually afford better materials for your next game. Now, based on some anecdotal info that I found from this site, let's say that this game in the next 8 months is downloaded 40k times. If you also build a nice companion site with some demo videos, it will help you promote your game. It is important not to teach the user that (s)he can get something relatively good for absolutely free. In my opinion, if you want to give it for free, charge 0.99cents. The most important aspect - in my opinion, and I am curious what you guys think - is to resist your urge to publish it for free. Let's say you guys put in 4 months moonlighting at it and then place it on Apple Store and other distribution sites. Let's say you have an idea and by yourself or with one or two of your buddies start working on a casual game. Let me illustrate, since I believe this is an important aspect for anybody that wants to grow with this.
HOW IS FUSIONFALL LEGACY FUNDED PRO
The Pro version is not so expensive, if you set your business model correctly.
HOW IS FUSIONFALL LEGACY FUNDED UPGRADE
Now, I am sure that the indie version, from this point of view, has plenty of power to let you make a decent casual game that can bring you some cash and experience to upgrade later, if you choose so. As Microsoft, Adobe and others have shown, without developers to make stuff (content or games, if you want), there is not much value in any dev environment. We should add here iPhone also as the extended Web.įrom this angle, it is absolutely critical to enable have an entry development product tool that is affordable by "indie" developers (students, after-work tinkerers, etc). I guess, from my point of view, Unit圓d has the greatest opportunity to be THE TOOL that people choose when developing 3D content for the web. Hi guys, just adding my 2c - and a little late, I might add.