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>So I would probably lean more toward RPG maker if I wanted to make an RPG That may be a part of why they chose to take a 3d approach instead. RPG Maker has 20
by johnnyanmac 1y ago
>So I would probably lean more toward RPG maker if I wanted to make an RPG
That may be a part of why they chose to take a 3d approach instead. RPG Maker has 20 years of iteration, so it's pretty hard to compete in that space. It's already a bit difficult as is to stand out in a 2D space to begin with.
Meanwhile, 3D is still a hard problem and Voxels give that flexibility to make assets by hand that fit into an overall game.
- koonsolo 1y agoHey, developer of RPG Playground here, and I agree with you. My platform has moderate success (multiple games released each day), but to compete with RPG Maker means being 10x better. I was hoping to grab some of that market, but marketing wise it's incredibly difficult.
- jamalaramala 1y agoBlender had moderate success when it was closed source, but not enough to pay its development, so it was going to die. After its creator raised €100,000 to release it under the GPL, Blender became the leading open-source 3D tool it is today. And they make enough money from recurring donations, service subscriptions, merchandise, conferences and trainings.
- koonsolo 1y agoBlender is great, I also use it. It's a nice example on how a non-developer tool is successful with open source. There are/were plenty of open source RPG makers, but they never gained any real traction. I considered open sourcing my product in the past (did so with a previous game), so maybe one day. I still have some big things planned :).
- mkesper 1y agoI think Blender was (and still is) exceptionally good at community building. Just freeing your product might not get you enough traction by itself.
- popcorncowboy 1y agoClearly you are unfamiliar with the process. Step 1, open source project. Step 2. Step 3, profit.
- jamalaramala 1y ago* Step 1: Ask for $100,000 to fund the start-up * Step 2: Open source project * Step 3: Find other streams of revenue (donations, grants, subscriptions, sponsorships)
- Suppafly 1y ago>Just freeing your product might not get you enough traction by itself. Plus not everyone wants to give their product away. I see that advice all the time here and reddit and other places, "just opensource it" as if that's a solution to every problem a creator might have. I even saw it on a gamedev subreddit where a guy was asking how to make more money and people were saying to make it opensource, as if making it free would somehow increase sales for him.
- johnnyanmac 1y agoBlender itself is also over 20 years old. And it struggled a lot even when opt source until several things came together at once. A mix of a UX overhaul, autodesk pissing off the community, and outreach yielding fruit as corporations experimented with adoption. I'm not sure if we had that perfect storm in game engines yet. Unity fumbled big time, but Godot wasn't quite mature enough to fully take advantage of that opportunity.