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> I dabble in game design and the plan is making the game code open/libre (not the assets or trademarks though) after some time passes (years or maybe even decades, depending on the success) so others can learn from it, extend it and maybe even sell it is quite a draw for me.

Some assets are code (procedural content, for example) though, how do you feel about those?

Also, one thing I've noticed is that for many ostensibly open source game code releases where assets are withheld, often no placeholder assets are provided either, without which the code sometimes can't be built, or if built can't be run or tested, which can present a significant barrier to the use or reuse of the code. All the more so when the original assets are in some idiosyncratic, non-standard, and possibly even undocumented, format.




I quite literally meant the code to be something like MIT/GPL licensed and art/sounds licensed something preventing commercial use, but all being available. This should make replacing sounds and art rather trivial.

> Some assets are code (procedural content, for example) though, how do you feel about those?

Code is code, if it produces output, it is owned by the user :) (assuming the "code" doesn't produce copyrighted content).

EDIT: Why do I treat code differently from assets? I have no clue tbh, but probably has to do with I can do code and thus can give it away, and can't do assets and thus can't.


> Code is code, if it produces output, it is owned by the user :) (assuming the "code" doesn't produce copyrighted content).

Right, I'm thinking specifically of code like shaders that do produce copyrighted content.

> EDIT: Why do I treat code differently from assets? I have no clue tbh, but probably has to do with I can do code and thus can give it away, and can't do assets and thus can't.

I'll not claim to speak for your reasons, but in general the motivation seems to be defense of things like trademark/trade dress or restrictive franchise licensing and adaptations to other media.

Eg. If Doom's assets were entirely free of any and all restrictions, anyone could have produced a Doom movie (including an inevitable Rule 34 version), not to mention sequelae.


> Right, I'm thinking specifically of code like shaders that do produce copyrighted content.

What do you mean by this exactly? What I meant was "code" that produces a Disney movie for example.

> anyone could have produced a Doom movie

This would actually be great if you ask me! What I fear the most is someone renaming the project and selling it as their own with no added value.


>> Right, I'm thinking specifically of code like shaders that do produce copyrighted content.

> What do you mean by this exactly?

Sorry for the delayed reply.

Procedural content is generally produced by code that generates somewhat randomized 'assets' on the fly, whether it is a generated map of game locations, a generated planetary system, generated alien plant & creatures, buildings and cities, people and clothing, weapon/robot/vehicle designs, etc.

The generating code can be just code, or sometimes the code recombines existing assets. In the latter case omitting the assets is sufficient for the purposes of distinguishing assets from code (without the assets in the first place, there is nothing for the code to recombine).

But the former case, where assets are procedurally generated (materials, textures, models, bump maps, locations, etc.) from code alone, is the more interesting one.

It is fairly clear that art assets being generated on-demand likely embody a game-specific look and feel that is subject to the usual copyright, trademark and trade dress issues even though any specific image doesn't exist ahead of time.

So if there is code that generates (within constraints) randomized textures used in the game, how do you see that code and the resulting assets being licensed?

Perhaps the code itself is treated like all the other code in the game, but the settings data that steers the generating code toward a particular 'look' is separated out and treated as an asset?


> What I fear the most is someone renaming the project and selling it as their own with no added value.

https://youtu.be/fbJdS-nLjQY?t=28

(WOLF3D, not Doom, and IIRC it was licensed from id, but still relevant I think)


If I understand correctly, this is a re-skin of the game in a different setting?

This is something I'd have no problem with :)


Yep, that's Super 3D Noah's Ark

NSFW review: https://www.youtube.com/watch?v=LkNvQYiM6bw




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