Thanks Stefan, those are helpful answers. I'd like to open up the question of how best the non GPL stuff (assets/art/narrative/sounds etc) can/should be filtered out or extracted practically persuant to the redistribution of the new source.
Any thoughts very welcome. Clint: don't know whether you've got some perspective on this?
Thanks for getting back to me. So, here are a couple more specific questions. Please take this in the spirit of me respecting the work you guys have done so far and the license the engine runs under, and me not wishing to encroach or infringe upon that in any way!
In terms of where the amended code would be redistributed, would this be centrally (Github), or on my website perhaps, as a site-specific thing?
Would the redistribution be the isolated amendments/additions ("here's some stuff to plug in"), or a contiguous source with everything in (i.e. "the ohaithere version")?
How would story, game settings, art, sound, etc, be extracated from the redistributed code on a practical level?
Is there a crediting process, and if so, what/where?
A couple of very minor technical questions:
Presumably the engine in its current state can be ported to PC/Mac/Linux?
Bit of a vague question - are there any inherent resource limits that I should factor in?
The aim is to have a commercial game (a paid version), and the distrubution of the game's source code would presumably include just that (that is to say, no artwork, video, sound, narrative etc). I'm sure a member closer to the project may be able to illustrate how this plays out in practice, or give an example of how this has worked in the past.
Thought I'd open this back up, Stefan/Ryan: haven't heard from either of you in a bit, not sure whether you are available currently?
I am not adversed to the idea of redistribution of modified code, the clarification I'm seeking of how the license works is really on a practical level: the modification of flare's functionality, how does that get reintegrated into the source, or is it a case of me making the final source of my game available to all? Some detail on how this typically works/has worked in the past would be of great help!
Just to say I haven't forgotten or abandoned this. Just in planning stages, and still considering Flare as an option. Thanks for all the contributions/offers.
Useful to put this out so others may be able to get a clearer picture. To summarize the response to your questions...
This game aims to be a commercial game, and as such I would seek to take the engine as it is and heavily modify it in a "closed" manner (i.e. we wouldn't be making these changes available openly).
In terms of feature density, there will be a number of systemic additions (trade/economy is an obvious example) which will be served well and can be handled well with python/C. A feature which may have uncertain prospects under flare is procedural/random generation. The aim is to get to a working prototype first rather than seek to finish the game as rapidly as possible. At this point I can open it to limited testing, play around, and consider my options. Regarding a total feature list, that is something I need to compare/contrast more carefully with Flare's existing roster with someone more in the know.
It is possible to contract one feature at a time, indeed it may be more productive if things are compartmentalised.
To any interested, feel free to message me privately with emails or skype.
Stefan, I'll reply to your private message in a sec.
Appreciate that clarification Ryan, thanks!
Thanks Stefan, those are helpful answers. I'd like to open up the question of how best the non GPL stuff (assets/art/narrative/sounds etc) can/should be filtered out or extracted practically persuant to the redistribution of the new source.
Any thoughts very welcome. Clint: don't know whether you've got some perspective on this?
Thanks,
i
Hey Stefan,
Thanks for getting back to me. So, here are a couple more specific questions. Please take this in the spirit of me respecting the work you guys have done so far and the license the engine runs under, and me not wishing to encroach or infringe upon that in any way!
In terms of where the amended code would be redistributed, would this be centrally (Github), or on my website perhaps, as a site-specific thing?
Would the redistribution be the isolated amendments/additions ("here's some stuff to plug in"), or a contiguous source with everything in (i.e. "the ohaithere version")?
How would story, game settings, art, sound, etc, be extracated from the redistributed code on a practical level?
Is there a crediting process, and if so, what/where?
A couple of very minor technical questions:
Presumably the engine in its current state can be ported to PC/Mac/Linux?
Bit of a vague question - are there any inherent resource limits that I should factor in?
Hi Jaidyn,
The aim is to have a commercial game (a paid version), and the distrubution of the game's source code would presumably include just that (that is to say, no artwork, video, sound, narrative etc). I'm sure a member closer to the project may be able to illustrate how this plays out in practice, or give an example of how this has worked in the past.
Nonetheless, thanks for your thoughts!
All best,
i
PC/Mac/Linux, Jaidyn.
Hi All,
Thought I'd open this back up, Stefan/Ryan: haven't heard from either of you in a bit, not sure whether you are available currently?
I am not adversed to the idea of redistribution of modified code, the clarification I'm seeking of how the license works is really on a practical level: the modification of flare's functionality, how does that get reintegrated into the source, or is it a case of me making the final source of my game available to all? Some detail on how this typically works/has worked in the past would be of great help!
Thanks very much ineed.
i
Hi Folks,
Just to say I haven't forgotten or abandoned this. Just in planning stages, and still considering Flare as an option. Thanks for all the contributions/offers.
All best,
o
Hi Stefan,
Useful to put this out so others may be able to get a clearer picture. To summarize the response to your questions...
This game aims to be a commercial game, and as such I would seek to take the engine as it is and heavily modify it in a "closed" manner (i.e. we wouldn't be making these changes available openly).
In terms of feature density, there will be a number of systemic additions (trade/economy is an obvious example) which will be served well and can be handled well with python/C. A feature which may have uncertain prospects under flare is procedural/random generation. The aim is to get to a working prototype first rather than seek to finish the game as rapidly as possible. At this point I can open it to limited testing, play around, and consider my options. Regarding a total feature list, that is something I need to compare/contrast more carefully with Flare's existing roster with someone more in the know.
It is possible to contract one feature at a time, indeed it may be more productive if things are compartmentalised.
To any interested, feel free to message me privately with emails or skype.
Stefan, I'll reply to your private message in a sec.
All best and thanks!
That's right. Very glad you piped up before the thread was deleted by moderators!
That's right. Very glad you piped up before the thread was deleted by moderators!