Showing posts with label wordwarvi. Show all posts
Showing posts with label wordwarvi. Show all posts

Sunday, February 24, 2013

Winter Shorts 1: Word War Vi Laser Edition, Space Nerds in Space

SNiS Engineering screen
Stephen Cameron, one of my personal heroes of game development (Be The Wumpus), made Word War Vi support color laser projectors using the openlase library [blog post].


Another project that our forum users were allowed to follow in this thread is Space Nerds in Space:

So this game (when it becomes a game) is very much inspired by Artemis Spaceship Bridge Simulator
See: artemis.eochu.com The idea is you have a game which is played much as the actors in the Star Trek TV series played their roles on the bridge of the Starship Enterprise. There are a number of "stations": Navigation, Weapons, Science, Communications, etc. and each player assumes that role. Each station has it's own laptop or other computer which communicates via network to a central server which simulates the game universe. So it's kind of a cooperative multiplayer network game... No reason not to have multiple teams in multiple starships inhabiting the same server/universe either cooperating or doing battle.
Mine is different than Artemis Spaceship Bridge Simulator in that it is:
GPL'ed.
Linux/gtk
Probably uglier (lol).
Probably more scalable (yay vector graphics.)
Not even close to finished.


It will probably be a while until I'm in a room with enough Linux users to test play this game but when the time comes, I shall be prepared!

Thursday, October 18, 2012

Crowdfunding Games Into Freedom

Two games recently started "Kickstarter"-style campaigns on IndieGoGo with part of the offer being "becoming open source":
  1. Monster 2, a JRPG which has been open source for a while but then was closed during a upgrade of game data/content, will be released under the Give it Your Own License, License if it reaches its goal of USD 1500,-.
  2. Tumblegonk, a yet unreleased simple puzzle game, will be released under GPL if it reaches its goal of USD 850,-.
Is this how open source games should receive at least a bit of funding? I wouldn't mind if some old commercial or freeware titles would do such a step (which can't really be repeated for the same project/game). It's not a sustainable principle of course though.

There are few alternatives of making money with open source game development that comes to mind:
  1. Make the engine open source and the game data freeware but sell it on closed platforms, like Frogatto (iOS version is for-pay).
  2. Port existing open source games to closed platforms like in the case of Word War Vi (iOS version is for-pay - read the original developers' thoughts on this in this forum post).
  3. [Warning: self-promotion] Sell additional, proprietary game data extra, while having the engine and base assets available under free licenses, like Nikki and the Robots (Story Episodes are proprietary and for-pay).
  4. Donations. Some open source games accept them. The only game with compelling data on this is FLARE. I don't know of any open source games that fund full-time development through donations.
What I would really love to see is commission-based advertisement-games being developed in JavaScript, with at least their source code being released under open source licenses. But HTML5/JavaScript might not be there yet in the eyes of promoters and in the infrastructure of ad-services...

Oh, and Bitcoin! We need more Bitcoin action! FOSS game developers! Open up a wallet on for example blockchain.info and share your wallet address! As for Flattr... I don't know any more...

There is a long and old discussion about whether it is possible to make money and on TumbleGonk's crowdfunding campagin on our forums.