n00bstar wrote: "Once something like that is in place, then it's time to separate AppGameKit in two branches: a one-time-fee hobby version, and a subscription-based professional version. That will get the revenue stream going and make it possible to develop the software further. But until they get their shit together, no amount of forum venting is going to change how they work.
My personal prediction is that it's never going to change. I've been there before with DarkBasic, with DarkBasic Pro, with Blitz Basic... Blitz3D... Blitz+ etc etc etc. These software are made by small teams of dreamers that wouldn't be able to sell a glass of water to a man dying of thirst. They get super passionate about something for a short while and make some decent money at first. Then the revenue stream dies because the model is unsustainable. So they start all over again. New software. Big dreams. Big promises. New sales, new money. It dies again. It goes back to square one."
I almost completely agree... although rather than a "One-Time" (Perpetual License) approach for Hobbyists., I'd instead suggest a 3 Tier Subscription Model with the lowest being Free-to-All.
Remember a key element isn't just generating a revenue stream., but building a sustainable ecosystem... which for as predatory as the Free-to-Play (Freemium) Model is., it does do one thing exceptionally well.
It has a bigger Reach to Potential Customers / Consumers... as in general terms as you will only see a 5 - 12% Adoption Rate Vs. Potential Customers., then you want to have a large potential market.
Freemium works well to encourage this, because there is Zero Risk for the Potential Customer; they can try something to see if they like it, and during that period it's down to the Software to get them invested enough to then invest in the Software.
Of course this doesn't work in a vacuum... you actually need people to KNOW the Product Exists in the first place.
While AppGameKit might be geared towards Mobile Application Development., this frankly is detrimental outside of those who might want to adopt it for Rapid Mobile App Development Purposes; which is the most likely to actually drive conversion from Free to Subscriber.
Yet that IS NOT the audience you want to actually target in order to get people Hyped about said Product.
Why?
Simple... it's an oversaturated market. EVERYONE has some form of Middleware for Mobile Development... and as it stands AppGameKit doesn't really stand out except for the fact that AppGameKit Script is based on BASIC., which today is a unique feature and lowers the barrier to entry over Java or C++
Even still that stand-out feature isn't overly important to most Independent Mobile Developers., in-fact most will likely want to use the Java Applet or C++ SDK instead.
I'd argue that right now, what would be better would be to appeal to Console Gamers.
Reason for this is simple... Indie Development for the Switch, PlayStation and Xbox is exceptionally appealing; but as it stands; for Unity or Unreal (which are your only real options outside of a Custom C++ Engine), you already need a Platform License and then they charge additional for access just to even attempt.
Where-as., right now... I could start a project and get it running on my Xbox One or Series in < 30 minutes in Visual Studio.
If there was an option that was friendlier to those who didn't know how to program or write game engines., well I'd wager there'd be a lot more people interested.
Same is true in regards to the Switch, which is RAPIDLY growing in popularity for 3rd Party Developers; and it is an excellent piece of Hardware.
Getting a License for it, unlike classic Nintendo Systems isn't that difficult; but in order to Develop on it., you NEED a Development System which is a bit pricey.
The AppGameKit Player gets around something like that... which would make it excellent for supporting all of the Consoles.
I see the Switch being the most complicated to add support for all of it's Functionality and Features (Touchscreen, Motion Controllers, High-Def Rumble, etc.) but I'd imagine it wouldn't take more than a Month to get the AppGameKit Players ready; with maybe 3 - 6 months to sort out deals with each Console Manufacturer to have AppGameKit Native Build Runtimes and Export to Publish via their Stores.
And heck consider for a moment that the AppGameKit Player itself COULD easily come with a built-in version of AppGameKit Script., as all of the Consoles have support for a Keyboard and Mouse; either Physical or Virtual.
This would also be a great way to introduce an "Asset" Store., mainly as Console AppGameKit Developers will want an easy way to access Assets; but also such a Store would be useful for all Platforms and potentially driven a number of Asset Creators to the Community.
But long-term I'd strongly suggest working with 3rd Parties (like Blender Foundation, Adobe, Autodesk, etc.) to see about creating Custom Apps that are integrated into the AppGameKit Player to create Assets on the Console without the need for a PC.
Again these would be excellent for the Desktop App as well., and frankly this would allow AppGameKit Studio to live up to it's name of being a STUDIO if there were built-in tools to create everything within it.
This as a note is where the Subscription Model comes into play.
As there should be 3 Versions...
Hobbyist (£Free) • Now unlike a Trial Version., this has no real limitations per se... beyond the ability to ONLY run your Applications in the AppGameKit Player (no SDK included)
Standard (£7.49 / Mo) • This allows the output of Runtimes to their Native Platforms... Comes with the SDK for C++ / Java... Expansions (Plug-ins) are an Additional Subscription Cost.
Studio (£29.99 / Mo) • This is Standard., plus access to the TGC Expansions (this could be a default suite of tools to provide a "Full" Development Studio) as well as Team Tools to allow Teams to work on the same project., includes 3 Seats.
Extra Seat should cost extra to the Subscription., and should be available in 1 / 5 / 25 / Site Denominations; with there being an incentive of being cheaper to get the larger package over multiple smaller packages.
I'd say initially the best option is to just have the initial 2 Offerings (Hobbyist and Standard) then expand with Studio as an option., if / when you can get the necessary 3rd Party Tools added (2D, 3D, Sound, Music, Sculpting, Substance Materials)
As noted., it would make sense to essentially talk to Adobe, Autodesk, Pixologic, Blender Foundation and such... in order to see if they can't produce specialised versions of their Products for such Features.
In many ways they can be heavily cut-down., as there's various features that wouldn't really be needed for Game Development; Compatible 3rd Party App I/O would also not really be needed; only the Formats used by AppGameKit and even then those could literally be Custom Formats (akin to DBO in DBP).
If you had a similar approach to Xbox Game Pass., where a share of said Subscription (or portion of it anyway) was then distributed to each Contributor based upon Usage Time., well that would likely be something they'd be interested in.
Especially if where "New" Studio Premiered was on the Consoles where Developers essentially have no choice... and given the suggestion of adding an Asset Store with Integration within AGK., thus the Creators would heavily be using said Tools (and thus either have a Studio License, or the more expensive Standard + Subscription for the Individual Components).
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While of course you'd have some from the community being more than willing to support you Financially with such a transition., I think what would be a "Nice" Touch would to be grant a certain amount of "Free" Months Subscription to Standard for those who already own AppGameKit v1, v2 or Studio.
Say., 6 months... then they have the choice to setup a Subscription Renewal or switch to Hobbyist.
( Note: the suggest prices above aren't arbitrary

)
At the same time as all of this., as soon as the AppGameKit Players for Consoles are ready... I'd heavily suggest Commissioning some of the Community / YouTubers to work with the Console Versions to showcase Development of small Games; perhaps even a Tutorial Series.
Not to mention working with said Creators *specifically* to find out what features need some immediate attention to make the Development Process easier, smoother and more 'featured' for the needs of said Creators (and thus make the product better before it's launched on the Consoles).
While the Switch and PlayStation unfortunately do not have "Pre-Release" Options., for Xbox One and Series... you can actually grant access and visibility to Products that you list as "Beta", as such I think this would be the best approach and would likely be the easiest to port to anyway.
What's more is I know that if you talked to Microsoft (ID@XBOX) they would likely be willing to do a showcase on the project, perhaps even some subsidisation if you agreed to allowed it to be part of the Game Pass for Xbox and added some advanced features (like Ray Tracing, HDR, VRS, etc. support)
I could say that a lot of this would help to "Revitalise" AppGameKit., but realistically I think a better point to make is it might instead help to ESTABLISH it as a real alternative to Unity and Unreal.
Sure, when AppGameKit was first created... Mobile Apps were "All the Rage"., the reality is that over the years they've lost their luster and said market is REALLY over saturated to the point that it's very disheartening to even try to break in on Mobile.
Where-as Consoles on the other hand., well they've somewhat remained in a weird territory for Independent Developers and Hobbyists.
Yes, there are options; at least on Xbox that don't cost the earth to get started and tinker; but it still requires a fair bit of experience to really use.
And the No-Experience things like KODA and Spark., well they were more Tech Demos than anything serious or useful... and a bit too basic., being more games like say Roblocs.
A REAL Development Tool that supports both New and Seasoned Developers, well that'd be different and arguably a game changer - especially this early in the Console Lifecycles, and make Game Development feel more within reach and approachable.
But hey., I've only been suggesting support for Consoles since 2005 :-p
In any case a Subscription Model with a Free Variant., and a Cross-Media Influencing Campaign at the same time at the very least to drive awareness and new potential community members that could become paying subscribers to fill those coffers... well it'd be a good start to financial stability and sustainability.