KanataEXE very cool! Hope it does well!

In doing the prep for my own course, I just realized you can define your own inner classes within a regular script class! My mind? BLOWN!

Megalomaniak That's a big if tho...

Possibly the biggest if ever. But there are still games with smaller success on Steam and also a huge potential. It is not the case that you need to develop on consoles. Look at these stats from 2020.

  • Over 50% of indie games never make more than $4,000. These games never generate enough revenue to cover the development time and other costs. Learn more
  • An average indie game makes $3,947 (this is actually median, average is not a good measure as it’s significantly distorted by top earners).
  • Over 2/3 of the games don’t cross $10,000 in life time earnings.
  • However, the top 1/3 of the indie games are doing pretty well. Almost every 1 in 5 indie games makes more than $50,000. Still, this might not mean the game is profitable or a good investment. If the development team was any bigger than one person and took over a year to make, chances are these people would have been better off as full time developers for a big studio.
  • Top 9% cross the $200k line. Most of these games are probably profitable and a proof that indie games can survive.
  • The top 1% of indie games make over $7,000,000!

https://vginsights.com/insights/article/infographic-indie-game-revenues-on-steam

You can also see here that indie games make up 95% of Steam.

https://vginsights.com/insights/article/indie-games-make-up-40-of-all-units-sold-on-steam

So if you do the math, you have a 50% chance of losing all your money. And about a 67% chance of not making over $10K, which probably means it does not cover development costs. However, if you get in the upper 33%, you will be doing okay. The top 20% are going to make over $50K. If your game takes under a year to make, and it's a solo project, this is enough to live off of, even in America (and may be much more lucrative overseas since you're making USD). Granted, you could get a normal programming job and make more, but it's still a livable wage to work for yourself and make art. If you are in the top 9%, then you're making over $200K, so a game that took one person 2 years (or 2 people 1 year) you'd be making in the 6-figures. And if you get lucky to get to the top 1% you will make over $7 million. Honestly, this seems like a good gamble, provided you have a good quality game you have faith in.

    cybereality I don't want to see Unity fail, either. I actually got more assets on their store than I want to admit, and I don't know if I ever would be able to make up for that possible loss. The marketplace here is lacking (no offense) and needs a ton of new stuff on it. It's not that it's bad, it's just very small ATM. The game engine itself? It seems okay, I think it will be better once Godot 4 is out of alpha stage.

    Unity is going to be under my radar, as Godot was for a long time.

    Now, let me be so bold as to suggest this and am curious on your thoughts. Would a bigger marketplace make Godot more attractive? I suspect it will for Unity devs.

    On another note, does anyone know a good place to get animations that run well with Godot and humanoid characters?

      Tomcat Thanks. I'm not using Makehuman, but I know both softwares somewhat and they are nice... assuming one ever figures out Blender. It was fun to play with, but had a very deep learning curve.

      I miss the old Blender versions that I understood.

        Nerdzmasterz assuming one ever figures out Blender. It was fun to play with, but had a very deep learning curve.

        I tried to make it as clear as possible. If something is not clear, you can ask, clarify and I will try to improve the tutorial.

        C++ is really a pile of steaming bovine waste 💩 and should never be used to write safety critical systems. And the more I learn about it the more I understand why the Linux kernel guys do not want it in the kernel.

        Example, who would remember if they not made that error before that indexing with an operator[] into a map for instance actually changes the map if the key is not found, thus provoking ub in a concurrent environment just with supposed concurrent reader access (that actually is no reader access), if not taken special care of ? And who knows what else is hidden as an error waiting to be made 🦶 🔫 ?

        What did Linus say "... and if it is only to keep out the mediocre C++ programmers" or so. Right he is. I would certainly have made that error, wasn't it mentioned as an example in an exercise.

        grumblegrumble

        :-)

        But in C++ you can use cool but obscure expressions such as:
        ***i++

        [was piffle from my part]

        This is why I ditched C++ a long time ago.

        <smoke emitting from ears>

        I would probably go back to Unity in its current state before going back to Unreal.

        There's no way around C++. Rust is gaining territory but has the paradigm "You don't know what you're doing so I won't let you". That's a bit the opposite. No, I fear we must sit down on our behinds and learn ...

        C++ is great, I just don't think most people need that much power or performance. If you do, then you have no choice. But even some of the more advanced ML stuff is moving to GPUs. I think at some point CPUs and GPUs will merge, but the architecture will probably be more like GPUs. Basically a huge set of parallel streams that are fully programmable. Because x86 is a dead end at this point. Or at least it has the potential, but the software can't take advantage. While with GPUs you can essentially reach 100% potential today.

        My beef is that any time I tried to learn C++, they cover the basics only, or only very advanced stuff. It

          The end of the touring machine ? Why not.

          Somehow the programming languages have not kept up the pace with the hardware development, I take it. C++ just has too many elements that change semantics depending on context. Who knows them foot guns all ? Edit: I'd say C++ is very well for programming let's say OSI level 5+. Btw., it has some power to it, but C and lately Rust are quite a bit off, for the sacrifice of flexibility.

          But not all problems lend themselves well to parala pallalel parlay ? Aren't games a good example ? Edit, aside from rasterization and/or ray-tracing ofc.

          Nerdzmasterz My beef is that any time I tried to learn C++, they cover the basics only, or only very advanced stuff

          It took me a lot of books, looking at other code, trying out my own things, until I got a grasp. I may be not the brightest candle in the candelabra, I confess +/-2 years, on and off, and still I sometimes sit there awe struck.

            Better than me. I grabbed Unreal and followed a guy's YouTube to the letter, grabbed courses, left C++, came back a few times, joined the academy and tried to figure it out without much luck...

            Unity was way more my style.

            Maybe I will try to tackle C++ again someday, just for the sake of Unreal's graphics. Sorry, Godot and Unity, my horror games and VR worlds should look very realistic.

            An example of what I mean- this was actually done for my first game in Unreal- it was nothing fancy, just a game I was making with a tutorial, but I went crazy with the look and feel of it. Note the accelerant beneath the explosion- a fallen pipe with who-knows-what in it. I also made note to add a liquid underneath which has smaller flames, but you can't see all that here. I was going for the base tutorial game, then add a little timer to see if the player escapes before everything is decimated by flames.