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This question was closed Jan 17, 2016 at 01:57 PM by Bunny83 for the following reason:

Too subjective and argumentative

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Question by SneakySquid · Jan 17, 2016 at 12:09 PM · asset store

What level of completeness should my coding assets be on the asset store?

I have been working on a voxel terrain generator in Unity for a while, and see quite a few people asking how they can get started making their own voxel game. I was thinking I should sell my voxel generation method on the Unity Asset Store, but I don't know how far I should go with it.

At the moment, It generates the terrain and puts a player in the world where they can walk around and create or destroy blocks.

There are also plans for adding a system to infinitely generate the terrain as the player walks.

My question is; how far should I/do I need to go for it to be a useful starting point for someone wanting to make a voxel game such as Minecraft? Keeping in mind, the more I add, the more complex the code will become, making it harder for someone to make use of it.

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avatar image Bunny83 · Jan 17, 2016 at 01:54 PM 1
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$$anonymous$$eep in $$anonymous$$d, that there is already the free $$anonymous$$inePackage out there. So you might have a hard time selling something similar. However if it has a proper documentation, support and is solid written, try it.

Also keep in $$anonymous$$d if you sell something the code should be 100% yours. Even when you use other free stuff, the copyright still belongs to the original author. So watch the licenses of other stuff you might use.

avatar image Bunny83 · Jan 17, 2016 at 01:56 PM 0
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Additionally, this question is just asking for oppinions and subjective reactions and as such can't be answered in the way it is required for UnityAnswers. You might want to create a forum post about it where you can also post updates and more.

I'll close this question.

avatar image Fattie · Jan 17, 2016 at 04:55 PM 0
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I'd just throw it on the forum for free.

There's no chance you'll make any money from it on the asset store unfortunately. If you get to the point where you have, say, 1,000 users, all actively using your free system, and all known to you, you can go ahead and start selling a paid package, say for fifty dollars. At that level, if you're really lucky, you may make 1 sale a month.

I'm happy to bet you $100 that you'll never get even 100 people using your (totally free) code from the forum.

This might all seem very harsh, but it's sad to see someone waste their time, you know?

Note that when you say "see quite a few people asking how they can get started making their own voxel game" unfortunately that's just wrong from a marketing point of view. There would be a handful of people who wake up on earth and say "I'm interested in making a $$anonymous$$ecraft game."

If you, very simply, look at the top sellers on the asset store, you can factually deter$$anonymous$$e what topics are popularly demanded.

Don't believe me, like I say go ahead and see how many users you get for a totally free package. It's tough!

avatar image alishka Fattie · Jan 17, 2016 at 05:27 PM 0
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@Bunny83, yeah better off as a forum post.

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Answer by alishka · Jan 17, 2016 at 12:17 PM

If I were you, I'd publish at this stage. It does what it says, and that's what's important on the AssetStore. Make sure everything is well documented!

A good strategy would be building/adding new features later (after analysing user feedback and feature requests).

Good luck!

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avatar image Dudicus · Jan 17, 2016 at 01:58 PM 0
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These kinds of questions are kind of at the line of being about Unity and being about $$anonymous$$ONEY!

avatar image alishka Dudicus · Jan 17, 2016 at 05:23 PM 0
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$$anonymous$$ore like "monetisation", and meh, you won't make much off a free voxel terrain generator. But the experience as an asset vendor is invaluable.

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