Any progress on non-published/non-game license ?
by Gary McGhee · in Torque Game Engine · 03/25/2002 (6:14 pm) · 0 replies
1) I am an independant developer producing games generally to be installed in one or two machines for public use eg. at a museum. Your engine seems to be a worthy upgrade for me, being very familiar with 3D GameStudio.
Can you give me any idea what you would charge me for such a project ? The last one had a budget of around US$20K.
2) I am talking to a company wanting to do a US$500K simulator project, and they want to market and roll out many machines as a turnkey system. Would you allow this to be done with Torque, and how would you charge them ? I'm just asking for a ballpark here.
I suggest there are two different situations here:
a) The non-published project: eg. the museum program. Perhaps an amount per project per programmer per sale could be charged. eg US$200. This would mean that you would get paid more for bigger projects (more programmers) and for each sale. It also pushes up the minimum price of a sale to put it out of the "published game" market. This is fine for vertical markets.
b) "No royalties" project: Here the customer pays (say US$1000) per programmer per project, and perhaps displays your logo, but doesn't have to pay royalties. A further restriction could be that the product must not compete in the published game market.
The above could be in addition to the US$100 license everyone pays. We pay US$100 to get started, then send the additional fees on the first sale.
Cheers,
Gary.
Can you give me any idea what you would charge me for such a project ? The last one had a budget of around US$20K.
2) I am talking to a company wanting to do a US$500K simulator project, and they want to market and roll out many machines as a turnkey system. Would you allow this to be done with Torque, and how would you charge them ? I'm just asking for a ballpark here.
I suggest there are two different situations here:
a) The non-published project: eg. the museum program. Perhaps an amount per project per programmer per sale could be charged. eg US$200. This would mean that you would get paid more for bigger projects (more programmers) and for each sale. It also pushes up the minimum price of a sale to put it out of the "published game" market. This is fine for vertical markets.
b) "No royalties" project: Here the customer pays (say US$1000) per programmer per project, and perhaps displays your logo, but doesn't have to pay royalties. A further restriction could be that the product must not compete in the published game market.
The above could be in addition to the US$100 license everyone pays. We pay US$100 to get started, then send the additional fees on the first sale.
Cheers,
Gary.