Quote: "- Is the price point right?
- How much should I charge for the Game Template?"
Always a hard question. This template has a lot of code in it. It is completely modular with a lot of flexibility. It handles the majority of the technical parts of scripting games that stump most new DBP scripters. I would say that it is worth about the same as a TGC DBP plugin. About $20USD. The problem, of course, is convincing people who haven't purchased it yet. I'd advise that you keep the first couple of versions cheap until you get more customers using it so that people see the quality. Then start to raise the price slowly as you upgrade it.
Quote: "- Who would use the Game Template if they had enough money?"
I'd say that it's most useful for people with a moderate level of DBP coding experience. Although the code is all very well written and you have a ton of examples with very good instructions... Someone new to scripting may find a lot of the base logic over their heads. A few of your more advanced systems (Multi-threading and such) would be hard for them. At the same time, your tutorials and help files are good enough to explain it in such a way that it would probably make an excellent learning tool.
Advanced BDP scripters would find less use in it. It would be a potential time saver, and they may find a few new code snippets useful. But, chances are they've already scripted their own systems if they're that good.
So, beginner to intermediate level scripters are your target.
I consider myself in the intermediate level. I plan to use it for a smallish 3d RPG.
Quote: "- What features would you want in a Game Template?
- What features would sell you the Game Template?"
You already sold me on your game template.
The main features that I would love to have in a game template (Most of it is already in there) are:
Modular. Easy to update/integrate with existing code.
Easy GUI system (I hate building UI's the hard way...)
Options to use common systems needed for games such as physics and model controls. AI/Pathfinding would be great. Some system that would allow easy placing and control of special effects such as dust when a character slides or muzzle flashing. An easy system to connect FX to Objects/Bones. Multithreading.
Most games need to keep track of several different stats on all of the characters. The player character may need variables that track health and strength and skill with a rifle. The NPC's may need vars for the same stuff and extras for things such as different AI's(A dog won't do the same stuff as a ninja), movement speed, etc. It would be great if you had a quick and easy pre-made way for us to assign any variable we wanted to any specific model we wanted.
Something like SetModelInt(<Model Number>, <Int Name>, <Value>
So that beginer scripters could track stats in an easier fashion.
Also, the idea of a full set of stats. A Goblin may need Gender$, Str, Health, Speed#, Name$, AIType, Etc. If you found some easy way to define arrays and allow us to do something like...
SpawnNPC("Goblin", ModelNumber, LocationX#, LocationY#, LocationZ#)
And have a goblin appear at Location$ with his proper stats and model all set already, it could really help to populate largish levels that may have many enemies. If you also had a way to identify that goblin later when a character shoots it, that would be great.
Say, I use a raytrace to see what I hit. It hits the goblin. If I had a pre-made function that could auto figure out what my raytrace hit and return that array so that I knew how much health that goblin had left, that could be handy and time saving when used with the auto goblin generator code.
Quote: "- Does anyone buy open source code or just buy plugins?
- Is it better to sell open source or as a plugin?"
For this, I prefer code. I need quick and easy access so that I can customize it for my own game. If it is something where it is a list of functions that can be performed faster via a plugin, then I'll go with a plugin. If you found a way to get better multithreading with a plugin, for instance, I'd buy it. Most of this stuff, I prefer code. I hate it when I have to say "Well... It almost works. If I could just tweak this function to return X instead of Y...".
Quote: "- Would anyone buy the first version of a product that will be updated or wait for the final version to be released?
- Would you buy the Game Template? If not then what do I need to improve the Game Template?
- If you bought the Game Template then why did you buy the Game Template? What did you need that the Game Template fulfilled?"
I bought it.
The main part that grabbed me was that it was modular and already had a fully functional set of functionalities, such as physics, that will allow me plug my own game logic in and be done. It was a huge time saver, and I'm fairly sure that your scripting is better quality than mine right now. I've learned quite a bit just reading your code.