I've been looking for an efficient way to store attributions for my game; I want to be able to store what user contributed what and the associated licenses, so I can use script to export them into a complete credits page. I'm mostly using the LPC collection, so a lot of my things are CC-by-SA. It's also something of a building game, using procedural generated landscapes and lots of content in build menus, landscapes, ect.
Has anyone done this before? What tends to work most efficiently? Right now I'm looking at a SQLite database, but I'm drawing a blank on how to handle chains of changes by multiple authors, or that a lot of the LPC stuff is in mixed atlas packs.
Or... is it just easier to go through it all by hand and hope you don't miss anything? (Sorry if this has been discussed before; google wasn't showing me much on the subject.)
All collections on OGA have that kind of script already. Just collect the art you plan to use, then click on the "download credits file" link at the bottom of the collection page. There is also an auto generated collection of all the assets you've downloaded on your profile page under the "my downloads" tab (only you can see it)
If that isn't what you're asking for, i can tell you what *I* do to keep it all organised: i have a folder called "asset collections". Inside that folder are 6 folders each named for the different licenses of the assets (CC0, GPL 2.0, etc. You may have fewer since you probably stick to 3 licenses instead of 6). Inside each of those folders is a copy of the license text and one folder named for each artist who's assets I'm using. Inside each of THOSE folders is the assets themselves, plus a credit/attribution file detailing the artist name, attribution instructions, and their site url.
Complicated, i know, but it keeps it all thoroughly organized.
--Medicine Storm
I like your folder method, Medicine Storm-- the download tracker's been a godsend so far, and I'm accumulating a project collection, but it's difficult to isolate which parts I'm using and which ones I'm just staring at like this: @u@ (Especially with the atlas mixes.)
I never thought about making records starting with the license type. It'd probably get pretty long, but I can see why you would. Thank you!
What if you made two custom private collections? "stuff i like" and "stuff I'm definitely using". You can move stuff from one collection to the other easily, and the credits file will only contain the stuff you need. It's pretty quick to select your collection in the drop-down and click "add to collection" when you see a submission you like. That's kinda what I've been doing as well http://opengameart.org/content/random-visual-effects
--Medicine Storm
For my game, Grimm's Battlefield, I used the generated credits file from this site and transformed it by hand into a JSON file. I then created a credits template page and used a template engine to generate the complete credits page. I didn't have very complicated attribution though as I didn't use many assets.
You can see the final credits page here: https://grimmsbattlefield.firebaseapp.com/credits.html and I can attach the JSON file if you'd like.
I keep track with my credits file, and a few folders labeled by resoultion and if its a music loop or a soundFx then I attribute if needed, I only use CC0 and CC-BY 3.0
-Justin Lewis @ justinlewis195@gmail.com