WiiU Exporter

Discussion and feedback on Construct 2

Post » Wed Jul 31, 2013 2:26 pm

3k is a lot of money. But keep in mind that that games you enjoyed on nintendo as a child cost way more than that to make and certify. For indies it's hard to fork up that kind of money. But at the same time price points like that make sure that only serious developers will release for the wii. Hopefully it's not 3k a title...
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Post » Wed Jul 31, 2013 6:59 pm

May I play Devil's Advocate for a moment and ask - why are people interested in developing for this machine? As most press feeds are reporting (example from ArsTechnica HERE ) the software and hardware sails are extremely poor.
If your vision so exceeds your ability, then look to something closer.
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Post » Wed Jul 31, 2013 7:04 pm

Actually poor sales could be a benefit to small games. If big developers can't justify making a game for it, Nintendo may have to open the door a little wider for smaller apps.
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Post » Wed Jul 31, 2013 7:18 pm

Totally started making a new Maddi (my daughter)game just for Wii U after reading this news yesterday. We have one, she loves her "Nintendo" - take my $3000 and run...
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Post » Wed Jul 31, 2013 10:53 pm

Wii U is at 3.6 million sold a of end of June. It's no Wii, but that's still 3.6 Million users... providing Wii U isn't a break down machine like the 360 and PS2.

Where as people want Ouya(like myself) and the sales I think are only in the 100k. See if Ouya will get more later :D

Wii U is a viable sales platform.
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Post » Thu Aug 01, 2013 1:09 am

3k is too much in my point of view.. but I guess if u have a game u think going to be awesome, that worth then..
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Post » Thu Aug 01, 2013 2:22 am

[QUOTE=Paradox]Edit: and in this post, NotionGames who's Ubi-land got him approved, mentions $3000 for the game dev kit.
http://www.scirra.com/forum/super-ubi-land-wii-u_topic60971.html[/QUOTE]
Heh, I find it kinda funny that I wrote this in that thread.

[QUOTE=inkBot]But wouldn't it be neat if we could get a WiiU exporter for C2 eventually? Even though it's unlikely.[/QUOTE]
I AM A PROPHET! HEED ME!

Anyway, me and Hemul1 are probably going to skew our joint project towards WiiU now, as well as other personal projects.

3k is a bit steep, but if you're releasing on a mainstream console you'll possibly be looking at a high number of sales. To break even for that 3k alone you need less than 350 sales if you price your game at 10, assuming a 70/30 split. So in that sense, it's not a lot. It's a lot up front for any one indie, but in the long run, not so much. Especially considering you only have to buy it once.inkBot2013-08-01 02:30:52
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Post » Thu Aug 01, 2013 7:35 am

That's a good point. Releasing on a main console is a good way to boost your portfolio. Having to meet Nintendo quality requirements, the 3k entry fee.

Worst case situation if managing release.You don't make the return on investment, but can now then negotiate contract work with better proof.
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Post » Thu Aug 01, 2013 1:36 pm

3k vs Apple's $99? That's a no brainer
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Post » Thu Aug 01, 2013 5:58 pm

Nintendo and Apple aren't really comparable. Two wildly different markets. Not to forget that the 3k gives you a physical dev kit, access to Nintendo's SDK/API as well as access to full versions of other software, like Unity.

Calling it a no brainer isn't really taking into consideration these differences.inkBot2013-08-01 17:59:22
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