That's all I can come up with at the moment. Some of the above are just variations of yours, I think.
Also, a caveat about escort quests: Everyone hates them, particularly in games where they move at a fixed speed and don't stay with the party, then get themselves killed.
I'd definitely aree with that approach, although if we're calling what I'm talking about subquests to differentiate them from beats, I'm not clear on how beats would apply to the story generation algorithm.
When I was thinking about varying the beats in a story, I guess I'm thinking of them more about how a computer would generate steps in an adventure, as opposed to plot points in a story.
Let's pretend to we're randomly generating a plot.
So we start with a big bad, and we decide that he's some sort of evil god who can only be killed with the legendary Mace of Windu. Of course, a thousand years ago, someone with far too much time on their hands split the Mace of Windu up into eleven parts and hid them in dungeons all over the world. So in this case, the goal of the adventure would be to collect those seven parts. Maybe some are in dungeons, maybe some belong to people who want you to go on quests for them, maybe some have fallen into the hands of villains who need to be defeated.
But that's just one story structure. If the big bad is an army or a curse on the hero or something, that structure won't necessarily work. To defeat the army of orcs, you might need to go around and gather allies. To end the curse, maybe you have to explore and try to find out who put it on you and why before you can remove it. That's what I mean about varying the beats -- in the terms I'm thinking of, a "beat" would be a specific game event; going to a dungeon, doing a story quest, or whatever, because that's how it would make most sense for randomly generating a game plot. Beats don't necessarily map to plot points the way writers might think of them.
Before using CC-BY-SA art in games you don't plan to release in their entirety as open source, I would strongly suggest you get permission from the artist (if the artist has given you permission to do something, then that takes precedence over any license). While CC-BY-SA doesn't prevent commercial use, it doesn't work very well with typical business models.
If you're selling a game commercially and you don't want to let other people distribute the game for free once they buy it, it's better to stick with CC-BY and CC0.
Even if you have permission to use the sprites in a program, it doesn't mean that the sprites have been released under an open license.
Can you provide the text of the emails? For legal reasons, any commercial project making use of the sprites will need some kind of verification of the license.
Acually they more or less abandoned the BGE, and the latest plan is to properly integrate parts of it with the main program as a sort of "interactive" rendering mode.
Does that actually mean it's being abandoned as an external tool?
Also, it seems to me that people do a lot of architectural rendering in Blender, and also that there's a fair amount of crossover between CAD programs and generalized 3D modeling tools like Blender. One would think they could make a special mode with a slightly simplified interface for doing architectural stuff.
That's all I can come up with at the moment. Some of the above are just variations of yours, I think.
Also, a caveat about escort quests: Everyone hates them, particularly in games where they move at a fixed speed and don't stay with the party, then get themselves killed.
I'd definitely aree with that approach, although if we're calling what I'm talking about subquests to differentiate them from beats, I'm not clear on how beats would apply to the story generation algorithm.
@pennomi:
When I was thinking about varying the beats in a story, I guess I'm thinking of them more about how a computer would generate steps in an adventure, as opposed to plot points in a story.
Let's pretend to we're randomly generating a plot.
So we start with a big bad, and we decide that he's some sort of evil god who can only be killed with the legendary Mace of Windu. Of course, a thousand years ago, someone with far too much time on their hands split the Mace of Windu up into eleven parts and hid them in dungeons all over the world. So in this case, the goal of the adventure would be to collect those seven parts. Maybe some are in dungeons, maybe some belong to people who want you to go on quests for them, maybe some have fallen into the hands of villains who need to be defeated.
But that's just one story structure. If the big bad is an army or a curse on the hero or something, that structure won't necessarily work. To defeat the army of orcs, you might need to go around and gather allies. To end the curse, maybe you have to explore and try to find out who put it on you and why before you can remove it. That's what I mean about varying the beats -- in the terms I'm thinking of, a "beat" would be a specific game event; going to a dungeon, doing a story quest, or whatever, because that's how it would make most sense for randomly generating a game plot. Beats don't necessarily map to plot points the way writers might think of them.
Thoughts?
Looks like it's gonna make it. :)
Before using CC-BY-SA art in games you don't plan to release in their entirety as open source, I would strongly suggest you get permission from the artist (if the artist has given you permission to do something, then that takes precedence over any license). While CC-BY-SA doesn't prevent commercial use, it doesn't work very well with typical business models.
If you're selling a game commercially and you don't want to let other people distribute the game for free once they buy it, it's better to stick with CC-BY and CC0.
Very nice. I like it. :)
What license, though?
Even if you have permission to use the sprites in a program, it doesn't mean that the sprites have been released under an open license.
Can you provide the text of the emails? For legal reasons, any commercial project making use of the sprites will need some kind of verification of the license.
Was there a real post here that was deleted by mistake?
Thanks! :)
Looks like the funding campaign is going pretty well. It's nice to see a viable way for artists to get paid to create open content.
Keep at it!
Bart
Acually they more or less abandoned the BGE, and the latest plan is to properly integrate parts of it with the main program as a sort of "interactive" rendering mode.
Does that actually mean it's being abandoned as an external tool?
Also, it seems to me that people do a lot of architectural rendering in Blender, and also that there's a fair amount of crossover between CAD programs and generalized 3D modeling tools like Blender. One would think they could make a special mode with a slightly simplified interface for doing architectural stuff.
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