Hi Bryan,
Yeah, I'd rather not get caught up in the old this dev is better than 
the other dev discussion. All I will say is that my desire in creating 
Genesis is to make game creation technology available for people who 
have neither the time, money,  or skills to create their own games. On 
the other hand making the technology absolutely free is a pipe dream, 
but that doesn't mean I have to charge thousands of dollars up front either.
One practical solution for this is to base the engines income on the 
percentage of sales earned by an associate game developer using the 
engine. If I have a standing agreement for 25% in royalty fees and that 
dev makes $1000 I get $250 in royalties. That isn't too bad if you are 
selling the games you create with the engine.
The only flaw with that plan is the type of game developers who just 
want to play around with it and make free games. They wouldn't be paying 
me royalties, and I'd be losing money. So at a minimum there would still 
have to be some sort of up front fee for purchasing the software, but I 
don't know as yet what would be a fair price for an up front price.

 




Bryan wrote:
> It might be steap, but I think Thomas is more reasonable than David. Don't 
> get me wrong, I'm not trying to say one dev is better than another. But I 
> imagine there's a workable solution.
> Time is an illusion, lunchtime doubly so.
>   


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