So I'm developing a new game on sourceforge and need to choose a licence. But I don't know which.
Terms I want:
Source code and original artwork may only be used in conjunction with the game. Or on request for personal non-commercial use.
You may not use the code to build your own game and claim its yours.
Anybody with knowledge and good intent may contribute to the different sections(ie artwork, code etc)
And then some usual licence terms stuff.
Hope some of you guys can help me out here.
Need a specific software licence
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Seeing the terms you put up, would it actually be a good idea to give away source, even if the license says it's not for use in another game? (I can see a lot of people abusing this)
If you want users to be able to create addons for your game, why not build an SDK with a plugin system? I think it'd be much easier to find a suiting license for that
If you do however really want to go on with the terms you put up, you should check out this http://en.wikipedia.org/wiki/Permissive ... re_licence
Good luck
If you want users to be able to create addons for your game, why not build an SDK with a plugin system? I think it'd be much easier to find a suiting license for that
If you do however really want to go on with the terms you put up, you should check out this http://en.wikipedia.org/wiki/Permissive ... re_licence
Good luck
Hmm, well its hard, I don't want to necessarily release too much code sort of directly for anyone to download and recompile with changes to have their own game.
Maybe just allow trusted dev members access to the whole code?
This game is using very complex 3D artwork too, think Call of Duty standard... Have art in encrypted files? But then it ain't sounding Open Source anymore. Maybe just make it closed source to General Public but free?
Or like you said allow plugin's. Maybe in the way of scripting? The game framework has that allready. Generally what would be the best way of doing this?
In General the game is a Tactical FPS, using irrlicht, caudio and bullet plus every possible irrlicht add-on. The games framework is allready quite complete and ALOT of artwork exists. Very! detailed artwork...
I'll be posting stuff soon.
Maybe just allow trusted dev members access to the whole code?
This game is using very complex 3D artwork too, think Call of Duty standard... Have art in encrypted files? But then it ain't sounding Open Source anymore. Maybe just make it closed source to General Public but free?
Or like you said allow plugin's. Maybe in the way of scripting? The game framework has that allready. Generally what would be the best way of doing this?
In General the game is a Tactical FPS, using irrlicht, caudio and bullet plus every possible irrlicht add-on. The games framework is allready quite complete and ALOT of artwork exists. Very! detailed artwork...
I'll be posting stuff soon.
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- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
ACE247 wrote:Hmm, well its hard, I don't want to necessarily release too much code sort of directly for anyone to download and recompile with changes to have their own game.
Maybe just allow trusted dev members access to the whole code?
This game is using very complex 3D artwork too, think Call of Duty standard... Have art in encrypted files? But then it ain't sounding Open Source anymore. Maybe just make it closed source to General Public but free?
Or like you said allow plugin's. Maybe in the way of scripting? The game framework has that allready. Generally what would be the best way of doing this?
In General the game is a Tactical FPS, using irrlicht, caudio and bullet plus every possible irrlicht add-on. The games framework is allready quite complete and ALOT of artwork exists. Very! detailed artwork...
I'll be posting stuff soon.
If you want plugins then I think scripting is the way to go
Releasing source for a project with no actual redistribution rights is always hard
As for artwork, I'd say protect the artwork by building a compiled asset file format for the in-game assets (maybe even in a hierarchichal scene structure) and distribute some example artwork with your game, together with a tool for asset compilation (without explaining how your asset files are structured of course, otherwise users will have this reverse engineered in no time)
I use this technique in my own rendering/game engine, using compiled assets really increases loading times of complex artwork and reduces file size on disk. I do have to write conversion tools for popular art formats to my own formats seeing as I don't allow loading in of non-engine-specific assets (for performance and security reasons)
Next to compiled assets I only use easily modifyable assets (like xml files, etc.) for debug purpose and, in the near future, on-the-fly asset modification (these aren't allowed in release builds ofcourse)