On 11/24/2010 11:20 AM, Stéphane Magnenat wrote: > Hi Leo, > > Thank you for your answers and advices. I agree that the business > model is the most critical part. I was thinking of developing the > gameplay (maps, campaigns, maybe some improvements on the engine) of > Glob2 around the theme of the environmental effects of human actions. > This would allow a business model based on donations by large > companies that are interested in promoting durable development in a > technological context.
Hmm ... changing significant parts of the gameplay would mean a lot of work. My list of key tasks to be done prior to gob2 becoming shippable for a wide audience are enough work already and don't touch the game physics at all. > So the key element is to find donation by large companies and foundations. The humble indie bundle also made more than 1 million $ by selling games that they also offered for free but they connected the promise to make the bundle open source while our game already is open source. Still I guess with a good game *and* good promotion it should be possible to make money out of it. > I was thinking of finding someone from a business school to look for > money and to manage the project on a daily basis. While it is always a > bit tricky to mix open source with money, I think that we can manage > it. In the worst case, the business part collapses and Glob2 still > make progresses. Lets talk about it this weekend. "Just for fun" is not an option for me. I need to get a business running within 9 months. Plan was to do something around Android but if a FOSS project like glob2 also has the potential to provide my income, I would prefer that. Regards, Leo _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
