[Bf-gamedev] Blender on Steam

wlesieutre at gmail.com wlesieutre at gmail.com
Sat Aug 2 21:02:14 CEST 2014


If it can't be waived, is there any chance that the Blender Foundation would cover it? Or is this completely a side project without any official support?




If it comes to that I could throw in part of the fee as well. And while I'm not much use with the programming side (mostly listening in here), but I'd be happy to help with maintaining the Steam page as well.




Since it's my first time posting on here, a quick introduction is probably in order. I'm Will, day job is engineering in Connecticut. I've been digging into Blender and Unreal Engine as a hobby for a couple of months now. It's a fantastic piece of software (especially given what the alternatives cost), so if there's any way I can pitch in, just let me know.




Regards,

Will Lesieutre




PS: Just saw the email from SheeEttin, I agree that having a @blender.org address for Steam related stuff would be a nice touch.





From: Jeremias Boos
Sent: ‎Saturday‎, ‎August‎ ‎2‎, ‎2014 ‎2‎:‎53‎ ‎PM
To: bf-gamedev at blender.org





To submit anything to greenlight you must first verify that you are not 
a scammer an pay at least a 100$ submission fee to certify your account.
The 100$ are going directly to the Child's Play Charity.
Can all be read up here: 
http://steamcommunity.com/workshop/about/?appid=765&section=faq

best regards
Jeremias Boos

Am 02.08.2014 20:47, schrieb Sean Olson:
> Never heard of a greenlight starting fee.  Might it be waved?  They
> are already donating a ton of money for Blender Development.
>
> -Sean
>
> On Sat, Aug 2, 2014 at 2:36 PM, Jeremias Boos <Jeremias.boos at gmx.de> wrote:
>> To give a little update.
>>
>> I created a Blender Foundation Steam account on a E-mail address on my own
>> Server with domain.
>> So it should be no Problem to transfer the account to someone else.
>>
>> I also wrote with Boudwejin Rempt from the Krita Team.
>> He said that probably the grates problem with Krita on greenlight was the
>> Exposition to get enough up votes to get through greenlight. And it would be
>> maybe best if Blender could be sold as extra steam version with special
>> steam integration. But I am not sure if that is necessary.
>>
>> I will also write to Steam if there will be any problems with open source
>> program's that don't generate Money over the steam store, but anything i
>> read about that seems to show no problem at all in that direction.
>>
>> Last thing I am a little concerned about is the greenlight starting fee. I
>> don't have exactly that much money to spend. I can give something like 40$
>> but not the full 100$. I thought about to setup a little indigogo campaign
>> to get the money together. But the minimum campaign is 500$ and I have
>> nothing that I could give in return as pledge reward.
>> If I would setup a indigogo campaign everything over the needed 100$ would
>> go to the Blenderfoundation.
>> What are you thoughts about that?
>>
>> best regards
>> Jeremias Boos
>>
>> Am 25.07.2014 20:47, schrieb Jeremias Boos:
>>
>>
>> Am 25.07.2014 18:06, schrieb brita:
>>
>> For my personal clarification, what exactly does 'Blender on Steam' involve?
>>
>> I did a small research at the start of my gsoc to see if I could help with
>> this and what I understood was:
>> - steam would act as a 'publishing' platform for blender, where you could
>> actually just download blender. Is this correct? (this can be done already)
>>
>> Yep that would be the main target, at first. I see Steam as a nice way to
>> bring Blender to more people and have an automated system for updating
>> Blender.
>> Also you have the possibility to make Beta branches. So maybe it would also
>> a good way to deliver nightlys and rcs to a broader audience.
>> Also does Steam support synchronisation to some degree. So it would be
>> possible to have your settings.blend synchronised on all Blenders that are
>> installed over Steam.
>>
>> - the steam workshop donations, are for *steam workshop* that is basically
>> an interface for users to share, discover and install mods for their games.
>> meaning:
>>     - the goal is to support tool integration aiming for game modding
>> (building assets for games is the most common, but also levels and and
>> behaviour may be supported). There is already the FBX work here, for tool
>> integration.
>>     - the games implement a part of the steam workshop api, specifying what
>> can be modded, what they accept, etc
>>     - the tools (blender!) also implement a part of the API as a way of
>> exporting. Somewhat like the sketchfab addon, but instead of uploading to
>> their website, it get uploaded to steam via their api, saying what it is and
>> how it can be used.
>>     - steam workshop connects these too together making everything nice for
>> the user
>>
>> That would be the next step, if someone wants to do it. Maybe this is
>> something that is a valid target for GSOC.
>>
>> So what are we talking about here? Making an official account? Getting
>> blender downloadable on steam? Implementing the API to export content from
>> blender into steam workshop?
>> Also, please correct me if I understood something wrong.
>>
>> That is basically the plan. With only the exception that I am not skilled
>> enough with the Blender Python API or Code base to make the
>> Exporter/Importer stuff. So that would be the Task for an other volunteer.
>>
>> As to the first too options, they are more of a marketing decision, so I
>> leave it to Ton. The implementation of the api, as interesting as it could
>> be, is not really game engine related and therefore out of the scope of my
>> gsoc, so I didn't look further.
>>
>> --
>> Inês Almeida
>>
>>
>>
>> _______________________________________________
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>>
>> best regards
>> Jeremias Boos
>>
>>
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