We'll remove the entry if they fail to attribute properly.
You have a misconception about the requirement that "remixes be shared". I assume you're talking about CC-BY-SA. Let's say I create a derivative work of a CC-BY-SA work. If I only keep it on my hard drive and never distribute it, I'm not in violation of CC-BY-SA.
Share-Alike means that if I actually do distribute this new work, I must give attribution and must use the CC-BY-SA license. When we remove the art from OpenGameArt isn't no longer being distributed (here at least).
I grew up near woods and wandered them on occasion. The level of detail needed to really capture a forest is tough. I'm not even sure how games would handle moving through underbrush, getting caught on thorns and branches, etc. The feeling of really being in a forest is much different than the way it's done in any video game I've played.
Feel free to report issues like this as soon as you see them. You're the first to report it (though it's not an issue for people who have the SDL frameworks installed locally).
I put up a fixed (hopefully) version, please try it:
This next part is going to sound biased, because I am biased.
The barrier of entry to be a "writer" in general is low. Anyone who is literate could call themselves a writer, albeit not a great one. Because everyone is capable of writing, it's really tough to stand out as a great writer. The training and skill required to be a great writer is far softer than the skill to be a technical artist or programmer. Chances are, some artists and programmers on a team are passable writers, while writers are unlikely to have art or code skills.
So you have to stand out from the gulf of mediocre English majors who dream of being game designers. There are far fewer job positions than people interested/qualified -- that disparity is probably much more drastic than game artists/coders. Everyone wants to do the "easy" part of game creation (design) and let the nerds to the hard parts. You and every other gamer out there.
So here goes:
1. Write a lot, and publicly. Start a blog about game design, and analyze story points in popular or indie games. Write 1,000 opening paragraphs for fiction novels, show that your writing can grip an audience immediately. Write short stories, novels, game scripts.
2. Be multi-disciplined. Learn scripting languages by creating mods for games. Practice art sketching so you can story-board your plots. Build a portfolio that includes your flirtations with game code/scripts and art/concepts.
3. Consume and analyze. Read ALL of TV-Tropes. Play every good and terrible game you can get your hands on.
4. Make games. Even if you just mod other games or use RPG Maker, find ways to put your stories in gamers' hands. Do this as a hobby at first. If you're good enough, you could get noticed and move up to the pros.
I haven't thought much about organizing translations. I don't even have gettext added to the project yet, much less a settled story that needs translating.
Not to be discouraged though. It will come, just slowly. Damn real life!
ALL assets on OpenGameArt can be used commercially. We do not allow licenses here that prevent commercial use.
This is easy to understand for CC0 / Public Domain art: it can be used basically any way you want.
CC-BY is simple too. It can be used with attribution: give credit to the original artist (e.g. list them in the Credits of your commercial game).
Commercial use of CC-BY-SA art is perfectly okay but must be done carefully. CC-BY-SA art can only be combined with other CC-BY-SA or compatible art. If you are mixing CC-BY-SA art with CC0, Public Domain, or CC-BY art it is fine. You are not permitted to distribute CC-BY-SA art mixed with closed/proprietary art. You can use CC-BY-SA art with a closed-source engine, which means your players can reshare all the art but not the code.
Of course, GPL code and CC-BY-SA art can be done commercially too. Although users can freely share your entire game, you can still sell copies. Or it can be pay-what-you-want, or donation-based, or ad-supported, etc.
I think the correct move here is to polish the hell out of a small game with the current assets.
Part of my long-term plan for this engine is to build several similar games. Each time I change or add a feature it's an opportunity to refactor, generalize, improve. Do this over enough iterations and the final result could be a very usable action RPG engine. If I try to build a "perfect" first game I don't get this useful iteration. The second game could be really great if we learn lessons from the first one.
With a small game out and some good-quality preview art for a second game, we should be able to attract attention from artists and devs.
Neat! Nice addition to my old set.
We'll remove the entry if they fail to attribute properly.
You have a misconception about the requirement that "remixes be shared". I assume you're talking about CC-BY-SA. Let's say I create a derivative work of a CC-BY-SA work. If I only keep it on my hard drive and never distribute it, I'm not in violation of CC-BY-SA.
Share-Alike means that if I actually do distribute this new work, I must give attribution and must use the CC-BY-SA license. When we remove the art from OpenGameArt isn't no longer being distributed (here at least).
Good point about forests.
I grew up near woods and wandered them on occasion. The level of detail needed to really capture a forest is tough. I'm not even sure how games would handle moving through underbrush, getting caught on thorns and branches, etc. The feeling of really being in a forest is much different than the way it's done in any video game I've played.
I'm a whore for bridges, or bridge-like structures.
Let me run atop a massive, ancient, crumbling aqueduct and you've given me my new favorite game.
I see, getting closer.
Please try again, this is a new upload:
https://github.com/downloads/clintbellanger/flare/flare_osx_v014_1.zip
Feel free to report issues like this as soon as you see them. You're the first to report it (though it's not an issue for people who have the SDL frameworks installed locally).
I put up a fixed (hopefully) version, please try it:
https://github.com/downloads/clintbellanger/flare/flare_osx_v014_1.zip
Sounds like a hard gig to land.
This next part is going to sound biased, because I am biased.
The barrier of entry to be a "writer" in general is low. Anyone who is literate could call themselves a writer, albeit not a great one. Because everyone is capable of writing, it's really tough to stand out as a great writer. The training and skill required to be a great writer is far softer than the skill to be a technical artist or programmer. Chances are, some artists and programmers on a team are passable writers, while writers are unlikely to have art or code skills.
So you have to stand out from the gulf of mediocre English majors who dream of being game designers. There are far fewer job positions than people interested/qualified -- that disparity is probably much more drastic than game artists/coders. Everyone wants to do the "easy" part of game creation (design) and let the nerds to the hard parts. You and every other gamer out there.
So here goes:
1. Write a lot, and publicly. Start a blog about game design, and analyze story points in popular or indie games. Write 1,000 opening paragraphs for fiction novels, show that your writing can grip an audience immediately. Write short stories, novels, game scripts.
2. Be multi-disciplined. Learn scripting languages by creating mods for games. Practice art sketching so you can story-board your plots. Build a portfolio that includes your flirtations with game code/scripts and art/concepts.
3. Consume and analyze. Read ALL of TV-Tropes. Play every good and terrible game you can get your hands on.
4. Make games. Even if you just mod other games or use RPG Maker, find ways to put your stories in gamers' hands. Do this as a hobby at first. If you're good enough, you could get noticed and move up to the pros.
I haven't thought much about organizing translations. I don't even have gettext added to the project yet, much less a settled story that needs translating.
Not to be discouraged though. It will come, just slowly. Damn real life!
To be clear:
ALL assets on OpenGameArt can be used commercially. We do not allow licenses here that prevent commercial use.
This is easy to understand for CC0 / Public Domain art: it can be used basically any way you want.
CC-BY is simple too. It can be used with attribution: give credit to the original artist (e.g. list them in the Credits of your commercial game).
Commercial use of CC-BY-SA art is perfectly okay but must be done carefully. CC-BY-SA art can only be combined with other CC-BY-SA or compatible art. If you are mixing CC-BY-SA art with CC0, Public Domain, or CC-BY art it is fine. You are not permitted to distribute CC-BY-SA art mixed with closed/proprietary art. You can use CC-BY-SA art with a closed-source engine, which means your players can reshare all the art but not the code.
Of course, GPL code and CC-BY-SA art can be done commercially too. Although users can freely share your entire game, you can still sell copies. Or it can be pay-what-you-want, or donation-based, or ad-supported, etc.
Thanks to everyone for the valuable input!
I think the correct move here is to polish the hell out of a small game with the current assets.
Part of my long-term plan for this engine is to build several similar games. Each time I change or add a feature it's an opportunity to refactor, generalize, improve. Do this over enough iterations and the final result could be a very usable action RPG engine. If I try to build a "perfect" first game I don't get this useful iteration. The second game could be really great if we learn lessons from the first one.
With a small game out and some good-quality preview art for a second game, we should be able to attract attention from artists and devs.
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