On Wed, May 5, 2010 at 9:40 AM, Michael Menegakis <[email protected]> wrote:
> On Wed, May 5, 2010 at 1:30 PM, Tei <[email protected]> wrote:
>> recently  Unreal has "open" his engine
>
> IIRC it has a hilarious clause that you have to pay almost all of your
> profits if not more (a large percentage on gross) in case you go
> commercial.

Not so.

http://www.udk.com/licensing.html

For the royalty-bearing license, $99 for the license, first $5000 of
revenue $0 royalties (technically $99 from the license fee, but thats
a $150 discount for the first $5k), further revenue is %25 royalties.

There's also a per-developer seat of $2500/year, however, the only
example they gave for application of that license is an internal use
scenario at a company.  So 1 developer, and you use the application
for internal training purposes with all your employees, or something
like that.

I would definitely go with the first, and overall it seems rather
friendly to free game developers (no revenue, no royalties, not even
the $99 license fee) and indie developers (no fees until you're ready
to sell).  I can understand applying the royalties to "revenue" since
there is no guarantee of it even being "profitable".  Considering
games cost about $50/copy on average, you don't have to pay royalties
on the first 100 units sold.  As far as profits, the %25 for Epic's
royalties is an expense, plus whatever it cost in wages, development
systems, rent, etc...  Subtract expenses from revenue, whats left is
your profit.  Its up to you to manage expenses and set the price where
you can actually make the profit you want.

That said, I personally wouldn't touch U3 until the Linux port is done.
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