One of my favorite darknet diaries episodes is about corporate whistleblowing, it's a huge business. If you get a massive 1M+ payout, chances are the company is getting just as much (if not more).
The Steam Deck has essentially enabled money laundering through Steam. Before the Deck, if you sold skins on the marketplace you could only use your Steam credit to buy games on the platform, or you had to do a shady 3rd party Paypal exchange. Now, you can use your Steam credits to buy a device with value that you can resell IRL.
Before that, you could also buy the Index VR set, which probably aren't as liquid as a Steam Deck. I won a Dota chest that could only be acquired by watching tournament games in-person, and after letting it appreciate for two years it nearly covered the cost of an Index. I was thankful because I had no idea what to do with hundreds of dollars in Steam credit.
I think most people are fine with the “shady” selling sites when it comes to laundering. I sold my CS inventory a week ago (lucky me!) and I had no problems with getting the cash. Reselling steam decks feels very inefficient
If you are in that business the question isn't really if it's against the rules or not, but if it's possible. You can use your in-game currency that you've gotten through whatever means to get a physical product that you can then resell for cash.
This is actually pretty cool. We have a similar custom library at Xbox that's used extensively across all of our services.
I do wish that there was some kind of self-hostable World implementation at launch. If other PAAS providers jump onto this, I could see this sticking around.
Hi I’m Gal from the team. Thanks! We did ship a reference Postgres implementation. It would receive more love now that we open sourced, but we can’t call it “production ready” without running it in production.
But we did have convos in the last couple of days on what we can do next on the pg world ;D
I'm pretty floored by Unity's decision. Even after their partial walkback (saying devs will only be charged for the first game install, not EVERY game install) it's still a crazy way to monetize instead of profit sharing.
Unity appeals way more to hobbyist devs getting into game dev, and from what I've seen has significantly more resources and tutorials online than Unreal. Hopefully we see the same resources start to be published en-masse for Godot.
I suspect the potential for abuse is the reason they’ve walked back. The problem is that data will be private and the gatekeepers are the ones who stand to profit. So you’ll have another situation like those ad companies who underplay bot impressions
Which is literally _next quarter_ and retroactively applies to all current games. That's _really soon_, and is going to cause headaches for any publisher/developer looking to release soon.
Eh, yeah. Once had a service provider promise their new API would “easily” handle our needs (I still remember the tone the sales rep used every time he said easily; it so reliably came out sounding the same every time, it seemed practiced).
3 months of integration dev later, we start load testing, the external API fails spectacularly. They tell us to redesign to use their old batch API 35 days before our deadline. We tried, failed, ate shit with our customers. Provider was too big to pick a fight with. Startup failed.
The language is insanely familiar to anyone whose done Python, but that is fair. My understanding is that it does not deploy officially to those platforms due to NDAs or something like that. If you look you will find Godot versions maintained by maintainers that do in fact run on all the missing mainstream gaming console platforms (the switch, etc).
It's actually free, the license is MIT for the editor, so you can download the code, and change just about anything. You can also code native plugins in any other language. It has a build that supports C# and unlike Unity (idk if they ever fixed it) it supports modern C#, which Unity at the time did not support.
I would argue if your only concern is GDScript, you're asking for the C# build, but really GDScript is mostly Python-esque, I would be shocked to hear that anyone who knows basic Python cannot use GDScript.
They got creative and should have provided a calculator for that fee scheme. Even so they can't really measure installs per user without deep data gathering which could be illegal.