Quote: "Maybe sales are bad for GG now and you seem to be claiming that this has been the case since 2015, since I don't have access to TGC accounts I can only go by what is posted publicly and then make an assumption based on how many pledged as to actual sales on Steam, you seem to believe you have a handle on that so how about some actual sales figures before 2015 to balance the argument?"
During the phases of content development I was in contact with lee ans it was his job vetting content, ect. Naturally we discuss other things as well shared idea ect. Yes there was a massive down turn in sales quite early on.This isn't an isolated issue, just how it is in the software world.
While pitching new DLC's/content/ engine ideas back then already, lee already mentioned that was currently no funds for DLC's, as gameguru sales weren't that great. It's only later they started with the royalty based system for DLC's. I get monthly stats for the DLC I made being sold by TGC, and have previously asked lee about the performance of the DLC compared to the other DLC's. Mentioned it is about on par with the rest of the DLC's and gameguru. Considering I get my own stats for my DLC, and check the daily steam best seller stats, often a couples of places between my DLC and other DLC's. Gives me an accurate sales stats. This is the second year for my DLC, not even close to to making $3000.0. First month was actual decent after which it took a nose dive, but with steady sales, some climbs during steam sales.
So yes I have a good "handle". Based on research and experience.
With regards to steam sales for gameguru, is a lot harder. Gameguru ran a promotion with Humble bundle, which saw at least a 150K+- keys being sold. Not sure what the agreement is with steam with regards keys being sold, but it wasn't cheap, and pretty sure they got pittance from humble bundle as you could set how much the developers got.
Since steam changed the way they show stats, there isn't accurate stats available any more, there is at least 200K gameguru accounts. 150k+- keys thanks to humble bundle. Gameguru was given away for free over a weekend a while back, which also inflates how many people have actually purchased gameguru. In between gameguru almost consistently running on discounts, it isn't even remotely possible for any one outside TGC to get a good idea of how many copies of gameguru has been sold, at full price or reduced prices, given away for free or humble bundle sales. Lets not for get the healthy 30% cut steam takes. Steam also allowing refunds.
Paints a pretty bleak picture. DLC stats unfortunately isn't available, but the longest available DLC's haven't even manage to sell close to 20K copies let alone 10K.
Nor is isolated either leadwerks less then 20K copies on steam.
Axis Game Factory's AGFPRO v3 was part of humble bundle sales and less the 200K
S2 engine less then 20k copies
RPG world between 20k and 50K copies.
AGK classic less then 100K
AGK studio less then 20K
Gamemaker studio 2 less then 100K
Of all the game makers on steam gameguru actually has some the highest number of accounts, but have to consider the accounts given away for free and humble bundle. The trend is the same for sales on all of these game maker DLC's. DLC's sells poorly across the board, it isn't unique.
You could have a UDK quality type engine on steam for a reasonable price and you will still get your behind handed to you. Steam simply isn't a game developers market, not enough is being done to promote game development on steam and by valve either.Lee said he is hoping to open TGC to a larger market, with products on steam. But it has been a hit and miss, while they did get it out to a larger audience, the audience simply isn't interested in game development all that much, and applies to all tools and software related to game development on steam, regardless the quality of the product.
In many regards S2 engine is comparative to gameguru on many levels and better in many regards, and is still struggling on steam. I have given S2 a shot but stability isn't all that great, visually it is pretty good, just isn't for me. Prefer gameguru, as it is a lot more stable, a lot easier to use, with the right content and effort, regardless of graphics you can make a pretty decent looking game.
It isn't so much the engine that is stopping the development of a great equal to that of a good unity or UDK game, the editor is the bigger problem and the ease of use content requirement that is really the issue. Gameguru in rendering thousands of unnecessary polygons, which doesn't allow for creating higher polygon and densely populated large levels you would find in other engines.
I have pushed lee on many occasions to focus on content and artists requirements and needs before, without much success.I have been tempted on many occasions to see how far I can push gameguru with content, I eventually came up Cold war DLC. In many regards I was happy especially with the indoor environment and especially getting a working solution for curves for the grid snapping, and a entity layered approach to building levels.
[video=youtube]S9N5A8JlQw0&t[/video]
But in many regards limitations with the grid system, editor and unnecessary polygons fell still short of what I wanted to do with the content.Honestly I have pushed lee to allow more complex editing and primitive creation like udk and unity, but pretty set in his way in wanting to keep it a "easy game creator". A more open ended editor experience that closer matches other engine, would significantly increase the general popularity of the engine and the quality of games that can be created. I don't see that ever happening lee is quite stubborn, in this regard, there really isn't a logic reason not evolve the program to more modern practices.
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