ShadowHuntur wrote:
What about making it only single-player until the game is fully out of beta?
Arn't you working your self a bit too hard Pasik?
Also as a suggestion why don't you focus on getting the main game out for a full stable non-beta release instead of trying to handle 4 different builds of the game? Just get the main builds for Windows, Linux, & Mac outta the way before you start thinking about the demo?
Or let a couple of your knowledgeable fans take care of the demo so its community driven? *wink* *wink* (I'm a web dev... umm, I could probs pick up C++ & Ogre pretty quickly, im not saying im the right person or anything just pointing out I have coding experience.)
That's exactly why it's still undecided what to do

As I said, the biggest problem with multiplayer demo is the maintenance work it might cause, which makes the decision lean towards something else. I'm not exactly thrilled about the idea of having to maintain 4 builds, albeit that's a valid option too.
Ok then, if we think about the single-player demo more carefully, what new does it bring over the current demo? A lot of minor fixes and adjustments sure, but given map1 will be the only map in the demo, is making a new demo even that meaningful right now? Of course it might be that I've just lost the touch of how old 0.4 really is, and any update in the demo would be welcome

Luckily, this would be the easiest of the options to pull off while being the most insignificant too, I think.
Also, it has been said that many of the demo players would like to at least try multiplayer before buying the game, and single-player demo won't help there at all really.
Anyhow, if one would build on the idea of a multiplayer-only demo a bit, it might start to look like a free-to-play restricted multiplayer-only variant of the game. There would be a lot of demand for such a version I'm sure, but to avoid the build burden, I'm better off making such a version after the game's almost final, if ever.
The only way to make the free-to-play and paid versions out of the same build would be to lock the extra goodies and make them unlockable with a key which can be purchased. I hate handling serials in-game though, and it would make the distribution channels for the common game build also serve all those who are sharing keys or generating them themselves, which I want to avoid as much as possible. It's inevitable that the game gets pirated, but I'll make sure the pirates won't use my network bandwidth for it.
The idea about sharing the code for creating demo builds seems rather risky.
..as you can see, there's much uncertainty which path to go here.