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Shifting to DLCs


Josh

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As described previously, the open-market model store approach does not work for Leadwerks and I am shifting my focus to providing DLCs made by third-party authors. The first thing I want to do is create more consistent branding that all DLC model packs will use. Here's what I came up with:

 

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I'm also developing terminology to apply consistently to say what the DLC contains. The meaning of "Material Pack" and "Model Pack" is obvious. "Action Figures" will refer to character models that are scripted and completely ready to use. "Weapon Pack" will likewise refer to weapons that are scripted and completely ready to use.

 

Unscripted models without sounds are something I would am hesitant to add. I feel like the expectation for DLCs will be that each item is completely ready to use. This is one of the ways this approach is more limiting than the Workshop Store.

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I'm afraid that some people visiting Leadwerks steam page for the first time can be scared away by the amount of DLCs. They probably won't realise that they all are just models packs, they will probably think it's parts of the engine and that they need to buy everything to get all features of the Leadwerks.

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Will the DLC include the source files (fbx, png, etc?) like the workshop store did? If so, will the existing DLC be updated to include source files?

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I don't know if I will update the existing DLC. I might not have all the files.

 

New DLCs will include all source files.

 

My goal is for Leadwerks to be the first title on Steam with over $10,000 worth of DLC. tongue.png

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I would be dissapointed if you would just ignore current DLC. Other game engine like Gameguru are actively updated their current DLC with new content, fixes and optimization with the engine.

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Don't know about that. I'd rather see Josh focus on the engine then the DLC. We can make our own model packs, or buy them elsewhere if we don't like the ones on the workshop. We can't change Leadwerks itself.

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I would be dissapointed if you would just ignore current DLC. Other game engine like Gameguru are actively updated their current DLC with new content, fixes and optimization with the engine.

I'm saying I don't know yet and I will have to figure it out before I can say "yes" to that.

 

What I want to do is get a few more DLCs up and get it to the point where it can pay for one worker to just prepare those. It is critical that we have a large collection of ready-to-use content, and to figure out a way to make it generate revenue so it can sustainably increase.

 

There is no way around that. It is a requirement. The proof of that is that every screenshot on the gallery page right now is using default or Workshop content.

 

I've been trying to solve this problem for a long time and I think this is our solution.

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I'm ok with this, as long as Leadwerk, verify the content before publish the DLC.

 

Some third parties might be tempted to "dump" their stuff, and I would not like to buy something that is incomplete and without the sources.

 

Releasing as a DLC for me mean, that the content has been tested and approved.

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