New TGB pricing model - upgrade typo?
by Neo Binedell · in Torque Game Builder · 05/25/2006 (7:32 pm) · 35 replies
Just got this in the GG Dev News Letter:
I have marked the offending sentence in bold above and wonder if that is correct or
a simple typo?
Binary License: $100
Source License: $250
Source Upgrade: $195
So a binary + upgrade will cost $100 + $195 = $295 or $45 more than normal source license?
;p
~neo
Quote:
There will be a new pricing model for TGB when it exits the Early Adopter stage on June 7th. Since most people do not need or want to use the C++ source code of TGB in order to make a game, we will be introducing a binary-only version of TGB which includes the TGB engine executable and all the TGB tools and documentation.
An Indie license of TGB binary will still be $100. TGB with *Source Included will be available for anyone who wants the full TGB C++ and TorqueScript source code for both the engine and tools, and will cost $250 to Indies. If you first purchase TGB binary for $100 and later decide you'd like to upgrade to TGB with *Source Included, the upgrade cost will be $195 for Indies.
Commercial licenses will be $495 for TGB binary and $995 for an upgrade to TGB *Source Included. At $100 for the binary and $250 for binary + source, TGB is one of the best deals in game development. And remember, Early Adopter pricing will remain at $100 for TGB with *Source Included until June 7th, so purchase now to save even more! Note that all developers who purchased TGB during the Early Adopter period will automatically have free access to TGB *Source Included.
I have marked the offending sentence in bold above and wonder if that is correct or
a simple typo?
Binary License: $100
Source License: $250
Source Upgrade: $195
So a binary + upgrade will cost $100 + $195 = $295 or $45 more than normal source license?
;p
~neo
#22
05/26/2006 (8:13 pm)
I have upgraded to commercial .
#23
What if I got a source license but I want an artist in my team to use the level builder - would it be sufficient if the artist only had a binary-only license?
What if I modified the the level builder to support some custom things - would I be allowed to give this modified editor to a binary-only licensee?
05/28/2006 (5:57 am)
Hm, I was just thinking.What if I got a source license but I want an artist in my team to use the level builder - would it be sufficient if the artist only had a binary-only license?
What if I modified the the level builder to support some custom things - would I be allowed to give this modified editor to a binary-only licensee?
#24
05/28/2006 (6:15 am)
Interesting question. Would be interested in that as well ...
#25
What sort of effect does this have on the TGB section of TDN? Will things like the C++ tutorial and any source code related tutorials/resources have to be moved to a seperate locked off section that binary only licensees can't access?
05/28/2006 (6:15 am)
Another general question:What sort of effect does this have on the TGB section of TDN? Will things like the C++ tutorial and any source code related tutorials/resources have to be moved to a seperate locked off section that binary only licensees can't access?
#26
I don't think that would be necessary. I can see no way make any use of c++ source examples without having the complete source.
05/28/2006 (6:40 am)
@MikeI don't think that would be necessary. I can see no way make any use of c++ source examples without having the complete source.
#27
05/28/2006 (6:41 am)
Michael - I'm sure that would be OK. As long as you didn't give then binary only team member the TGB C++ source code, I can't see a problem. The binary license will still ship with the script source code for the tools (unless that's changing too?). And even if they don't just give them the precompiled .dso files.
#28
In this part of the announcement:
I get the impression that the Torquescript files for the level builder would not be included in the binary only release. I guess that is one for GG to clear up, not that it really matters to EA people but I guess it's fun to speculate over.
05/28/2006 (7:06 am)
Philip,In this part of the announcement:
Quote:
TGB with *Source Included will be available for anyone who wants the full TGB C++ and TorqueScript source code for both the engine and tools, and will cost $250 to Indies.
I get the impression that the Torquescript files for the level builder would not be included in the binary only release. I guess that is one for GG to clear up, not that it really matters to EA people but I guess it's fun to speculate over.
#29
If source scripts to the editors are dropped, then how long before the binary release becomes a 'drag and drop' release with no scripting allowed, and then a new binary+scripting license appears with pricing to sit between the current two models?
05/28/2006 (8:37 am)
As you say, speculation is fun, but I can't see that GG would withhold the editor source scipts. I'm a relatively inexperienced coder, and even I've made a couple of changes to the editors at times to get things working properly/how I want them to.If source scripts to the editors are dropped, then how long before the binary release becomes a 'drag and drop' release with no scripting allowed, and then a new binary+scripting license appears with pricing to sit between the current two models?
#30
05/28/2006 (8:46 am)
If a 3rd would pop up then the question would be: how long till the whole thing is dropped to a normal torque license system once again that worked for years ...
#31
That is of course assuming editor scripts are source only. Either way, you could still provide your artists with binary only tools to work with.
I quite like the new pricing model, I think it's great that GG will be able to keep the entry price level low for TGB considering most people will never need to touch the c++ engine side with this product, unlike TGE. Whilst not restricting those who do want to get their hands dirty with the source. It's quite a nice compromise between helping out indies with a cheap product, whilst still getting a little more money from it.
When the script editors were initially shipped as closed source I was a little put out. However, paying a little extra to get access to the source for those editors (and c++ source; assuming of course editor script isn't in the binary release which is still speculation) isn't a big deal and worth it imo. The important thing is that the source is there, even if it does cost a little more to get it (post EA that is).
05/28/2006 (8:54 am)
Mike: Even if the editor source was not included in the binary only release, it wouldn't stop you distributing your updates to your artists. For example you buy the full source version and edit either c++ engine code or the editors. Then you distribute to your (binary licensed) artists, the engine exe file and the edso's for the editor. That is of course assuming editor scripts are source only. Either way, you could still provide your artists with binary only tools to work with.
I quite like the new pricing model, I think it's great that GG will be able to keep the entry price level low for TGB considering most people will never need to touch the c++ engine side with this product, unlike TGE. Whilst not restricting those who do want to get their hands dirty with the source. It's quite a nice compromise between helping out indies with a cheap product, whilst still getting a little more money from it.
When the script editors were initially shipped as closed source I was a little put out. However, paying a little extra to get access to the source for those editors (and c++ source; assuming of course editor script isn't in the binary release which is still speculation) isn't a big deal and worth it imo. The important thing is that the source is there, even if it does cost a little more to get it (post EA that is).
#32
Edit - Wonder if GG are going to be updating the Notes field of the site so that we can easily see who has what license? Where would we stand if a binary license holder fibbed about having a source license and was sent source scripts/code they shouldn't actually have access to?
05/31/2006 (3:28 pm)
Having just checked out the IOTD that features the new pricing structure for TGB, it seems that the source for the tools won't be included in the binary release.Quote:we will be introducing a binary-only version of TGB which includes the TGB engine executable and all the TGB tools and documentation. An Indie license of TGB binary will still be $100. TGB with *Source Included will be available for anyone who wants the full TGB C++ and TorqueScript source code for both the engine and tools, and will cost $250 to Indies.Not that it makes any odds to us, but it sounds like if you are working with a binary only license holder and you modify the tools, you'll have to send them the .dso's and not the .cs files in order to maintain the EULA on their behalf.
Edit - Wonder if GG are going to be updating the Notes field of the site so that we can easily see who has what license? Where would we stand if a binary license holder fibbed about having a source license and was sent source scripts/code they shouldn't actually have access to?
#33
05/31/2006 (9:07 pm)
Phillip, you are correct, our plan is to include the editor script source only in the Source Included version.
#34
Again, sorry if these are dumb questions, I haven't been here for quite some time and I'm not really upto date.
06/09/2006 (8:40 am)
Sorry, if this is a dumb question, but am I right that the EA version we've already bought will be translated into one of these licences? I assume the source licence?Again, sorry if these are dumb questions, I haven't been here for quite some time and I'm not really upto date.
#35
06/09/2006 (8:44 am)
Yep. Your EA is the source license.
Torque Owner Joe Rossi
Indri Games