Xbox360
by Toby Goldstone · in Torque Game Engine Advanced · 02/21/2006 (7:54 am) · 7 replies
Hi. I'm thinking of purchasing TSE with a view to producing a demo of an Xbox360 game, and have a few questions:
1. Is there any additional cost to me for the 360 version of TSE? Will the $995 commercial license be the only cost from GarageGames I need to pay to get my game running on the 360?
2. How quickly could a 360 version of TSE be provided after obtaining developer status from Microsoft? I appreciate that the TSE is still under-development, but I assume the 360 version is also being kept more or less up to date with the PC version?
Would be great if I could get some answers to these questions from someone at GarageGames.
Cheers.
1. Is there any additional cost to me for the 360 version of TSE? Will the $995 commercial license be the only cost from GarageGames I need to pay to get my game running on the 360?
2. How quickly could a 360 version of TSE be provided after obtaining developer status from Microsoft? I appreciate that the TSE is still under-development, but I assume the 360 version is also being kept more or less up to date with the PC version?
Would be great if I could get some answers to these questions from someone at GarageGames.
Cheers.
#2
02/21/2006 (8:24 am)
The TSE price for XBL is $10,000.
#3
02/21/2006 (9:32 am)
TSE for 360 is $25,000 or there abouts if I remember correctly.
#4
02/21/2006 (9:33 am)
I believe that was the independent game pricing as opposed to XBL pricing, but the blog about such pricing has since gone away. And I don't currently have $10,000 or $25,000 at the moment to worry about it.
#5
The pricing isn't bad, If your making a decent commercial game, the kind of pricing listed isn't hard to come by if your serious and going through the right channels.
02/21/2006 (9:46 am)
It was $10,000 for a 360 Indie game, per title. $25,000 for a commercial game whilst in early adopters, and $50,000 once TSE is shipped.The pricing isn't bad, If your making a decent commercial game, the kind of pricing listed isn't hard to come by if your serious and going through the right channels.
#6
You can get TGB or TGE, develop your game, release it online, and see how well it does. If it does well then you have actual figures to show when you are pitching the game around to publishers for XBL or retail release. On the other hand, if the game does not do well then you just saved yourself from possible financial failure. IMO, this is a way smarter model than the current retail channel. Retail developers are spending a minimum of 1-10 million per title. The games can take 2+ years to develop. What a huge risk!
We can develop multiple titles for a starting cost of $150. Then we can scale the project up as needed based not on how well we *think* the title may do (which is how retail publishing works) but upon how well it has done in the past. Plus we have more creative freedom. Just like the indie music and movie scene, we are going to be the ones creating original titles while the retail market follows last years trends. We can afford to take risks because our operating expenses are so low and we don't have to be as reliant on publisher money to get started.
-Unk
02/21/2006 (10:56 am)
Keep in mind what GG has been saying all along... even if you are serious about shipping on XBL nothing is preventing you from making your game now on the PC and porting to XBL later. In fact it makes more sense to do it this way.You can get TGB or TGE, develop your game, release it online, and see how well it does. If it does well then you have actual figures to show when you are pitching the game around to publishers for XBL or retail release. On the other hand, if the game does not do well then you just saved yourself from possible financial failure. IMO, this is a way smarter model than the current retail channel. Retail developers are spending a minimum of 1-10 million per title. The games can take 2+ years to develop. What a huge risk!
We can develop multiple titles for a starting cost of $150. Then we can scale the project up as needed based not on how well we *think* the title may do (which is how retail publishing works) but upon how well it has done in the past. Plus we have more creative freedom. Just like the indie music and movie scene, we are going to be the ones creating original titles while the retail market follows last years trends. We can afford to take risks because our operating expenses are so low and we don't have to be as reliant on publisher money to get started.
-Unk
#7
02/21/2006 (5:43 pm)
When we were working on MBU, a bunch of us didn't have dev kits so we used TSE on our PC's instead. The game ran on both pretty seamlessly. Most if not all the editing and artwork were done on normal PC's using TSE. We could even play multiplayer between the dev kits and PC's. Just plug in an Xbox controller, and you are running something very similar.
Torque Owner Lee-Orr Orbach
when you buy TSE, be it indie or commercial, you buy TSE for use on the PC, MAC and LINUX O.S's ONLY. you need to buy a seperate license for TSE360, though I dont remember how much it costs. I suggest that you create a good PC/MAC/LINUX game using TSE, and when you finish, think about porting.
Lee-Orr