Game Development Community

The definition of a dev kit?

by Chris Jorgensen · in General Discussion · 12/01/2008 (5:00 pm) · 5 replies

I'm curious what folks consider the definition of a Torque development "kit." Do folks typically provide a modded executable, some documentation, filler content, and an example game with script? Or does the actual C++ modification get packaged in as well?

I've got a pretty good TGB mod that would allow folks to clone the classic "mode 7" 3D racing games from the SNES era. I'd like to put together a kit and sell it, but I'm not sure what I'd need to include. I've never bought a kit myself, I tend to just do things from scratch.

Thoughts appreciated. :)

#1
12/01/2008 (6:06 pm)
It really depends. Some things only include scripts because that was all that was necessary to get them going. Others include numerous source changes because there were significant source changes (and sending full builds to debug someone's problem is irritating). From your project, I'm guessing there is a fair amount of GL work that you've done. For my sanity, I would prefer to have the source available. If I were to start asking for builds because I was running into issues on Intel chipsets, you'd also start hating seeing my e-mail pop up asking for a new build to see if it might magically work with your newest changes (or the newest ones I hope are in it)!
#2
12/01/2008 (6:27 pm)
I think this would make for a great kit.

Like the existing AdvKit i think you need...

1) A simple way to merge the C++ source code and TorqueScript... you need to provide both IMO.
2) A sample game w/pre-patched EXE and sample art that can be used as a Template project.
3) Docs on how to best make use of the changes and/or new objects and tools.
#3
12/02/2008 (1:34 pm)
Sounds easy enough. Do I need to upgrade to a commercial license to sell kits?
#4
12/02/2008 (1:57 pm)
@Chris - Nope. You'll do just fine with your Indie license, unless you make over $200,000 with your kit. I highly recommend e-mailing Derek Bronson, as he is our 3rd party kit manager here at GG. He can give you some great tips on turning your project into a starter kit.
#5
12/03/2008 (2:08 pm)
@Michael - I actually emailed him just an informal question the other day. I'll probably send him something more formal once I've put something together.

I'm glad to hear I can use my indie license. That takes a little "risk" out of going down this path. I was also heartened to hear that GG has no intent of integrating something similar into the engine as part of an official release. I've been interested for some time in releasing a kit. :)