Big World Tech indie license

For discussions about game development that does not fit in any of the other topics.
User avatar
Jackolantern
Posts: 10891
Joined: Wed Jul 01, 2009 11:00 pm

Big World Tech indie license

Post by Jackolantern »

Bobzub2 pointed this out today on the MMORPGMaker.com forums. I had a feeling something like this was going to come out of the UDK release. Big World Tech is a major AAA MMORPG engine that costs in the hundreds of thousands of dollar range. The basic indie license is $299 annually, plus 10% royalties on profit. You do not get server source (of course), but you do get some access to Python source. They also have an engine that is a step up, offering client C++ source for $3,000 annually. Naturally, to get the server source you have to get a full license.

I think this could be big for a lot of people, though, even at the basic level. It is 1/3 the cost of Torque 3D, and it comes with modern, ready-made tools for MMORPG creation. While you don't get much source with the basic license, it appears that you would be able to alter it about as much as you could ever hope to mod Realm Crafter. And that really puts RC in a bad place considering that they are now charging nearly the same price, minus the royalties and the future annual payments for Big World Tech. You could start with BWT for almost the same price!

Well, here is the link for Big World Tech Indie, and I can't wait to hear from some members of the community who will inevitably check it out (I am looking at you, Halls :lol: )
The indelible lord of tl;dr
User avatar
Last Known Hero
Posts: 807
Joined: Wed Aug 26, 2009 12:28 am

Re: Big World Tech indie license

Post by Last Known Hero »

If it wasn't an annual fee I would have bought it on the spot. But seeing as I am 16 and no job, this is too expensive for me to justify needing.
Image
Power3DArt

-Current Project: Fault [Pre-Alpha]
User avatar
hallsofvallhalla
Site Admin
Posts: 12026
Joined: Wed Apr 22, 2009 11:29 pm

Re: Big World Tech indie license

Post by hallsofvallhalla »

whoa this is BIG. The only catch I see is the $299. That's hard for devs like me who are not in it to make money. This forces me to charge and to expect some sort of payment. Of course that's only $25 a month. One could get donations for that much. Or stop their gym membership :)
User avatar
Jackolantern
Posts: 10891
Joined: Wed Jul 01, 2009 11:00 pm

Re: Big World Tech indie license

Post by Jackolantern »

hallsofvallhalla wrote: Or stop their gym membership :)
As I am sure you have experienced, running an online game alone will definitely keep weight off of you :lol: Now, healthy...that is a different story...

EDIT: And yeah, the fact that it is annual is a bit of a harder pill to swallow than a one-time charge. But, it is only the cost of a Station Pass for the Sony MMOs. Heck, I pay $25 a month for an unlimited Safari Books Online subscription. You would just have to shell it out of pocket while in development, and then as you said Halls, you could make that much from donations alone easily, even with a very small community if they are loyal.
The indelible lord of tl;dr
User avatar
hallsofvallhalla
Site Admin
Posts: 12026
Joined: Wed Apr 22, 2009 11:29 pm

Re: Big World Tech indie license

Post by hallsofvallhalla »

Oh this does make me ponder. Like my question on the mmomaker forums, how many artists and designers would join a team using this? Would it drive more to work and finish a product? Especially since its $299 a year and will take at least 2 years.
User avatar
Last Known Hero
Posts: 807
Joined: Wed Aug 26, 2009 12:28 am

Re: Big World Tech indie license

Post by Last Known Hero »

If I would consider buying it I would have to get all 3d stuff made for it, then I can just go in and place it, then just focus on scripting, instead of paying $299 for a year, then actually get started on scripting so its playable.

Good point though Halls, I think it would attract a few more people, since we have all seen some nice screenies of things made with BWT, but once again, 3D art is no easy task, doing it for free is an even harder thing to want to do.
Image
Power3DArt

-Current Project: Fault [Pre-Alpha]
User avatar
Jackolantern
Posts: 10891
Joined: Wed Jul 01, 2009 11:00 pm

Re: Big World Tech indie license

Post by Jackolantern »

Very good point. It probably would be a good idea to at least have the bulk of the models done and ready for in-engine tweaking and placement before buying it. Of course, if I was making a 3D game I would likely just shell out the $300 so I can play with it now, as I am kind of impatient like that lol
The indelible lord of tl;dr
User avatar
SpiritWebb
Posts: 3107
Joined: Sun Jul 12, 2009 11:25 pm

Re: Big World Tech indie license

Post by SpiritWebb »

Well, it does say $299 annunually, but...it also states if you don't pay again in a year, you loose the support forums and latest builds. The 10% royalties still remain in effect. So if you don't care about the support forums or the latest builds, then its a one time fee.
Image

Image
User avatar
hallsofvallhalla
Site Admin
Posts: 12026
Joined: Wed Apr 22, 2009 11:29 pm

Re: Big World Tech indie license

Post by hallsofvallhalla »

haha and you could work on scripts and terrain while the modelers work on the models.
User avatar
Jackolantern
Posts: 10891
Joined: Wed Jul 01, 2009 11:00 pm

Re: Big World Tech indie license

Post by Jackolantern »

Ahh, I missed that. I don't know why they would say that if they weren't saying specifically that you keep the software. Nice!
The indelible lord of tl;dr
Post Reply

Return to “General Development”