A friend explained to me that the real benefit of foss is the community building huge things together, faster and better than any individual. So, you don’t make your game foss, but rather, you build a set of foss tools for everyone to benefit from, and the community eventually begins to contribute back, and you end up with a huge machine that does really cool things. Everybody then uses these tools to make amazing th…
>A friend explained to me that the real benefit of foss is the community building huge things together, faster and better than any individual. Any example of a highly successful video game developed from start as open source by the community as opposed to a company releasing their source code for free after launching a game?
Publishing free software video games
31–40 of 103 posts
Re: Publishing free software video games
#32Earlier quoted context omitted.
I write and maintain a GPLv3 multiplayer game for Android to satisfy a creative itch. While writing the game, sustainability of the server component is top of my mind. I'd hate for the game to stop working for others down the line because I lose interest or am otherwise no longer able to tend to it. For those interested, I've documented the process I adopted to try to increase the bus factor beyond one [0]. I want pe…
You could also make public servers do peer-to-peer discovery! Then if your server ever goes down, it would be enough for a single host to post the address of their server in the issues
Re: Publishing free software video games
#33From what I understand, if a game engine's source code is GPL, there is no legal way to require derived games release their assets under a CC license. Does this mean we need a "super license" that incorporates the terms of both GPL (for the code) and CC-BY-SA (for the assets)?
https://www.gnu.org/licenses/gpl-faq.html#GPLOtherThanSoftwa...
Re: Publishing free software video games
#34This is targeted toward "securing your game’s legacy", but it seems to be missing a crucial part of some games: servers. When games have a required online component, servers shutting down are the most likely reason the game becomes unplayable, more than the client not working on current platforms. So another option that could be added to the list would be to make the server free software (or at least share its binari…
It does address that[0], though: > if your game has a mandatory online component based on your own servers, then making it free software doesn’t make nearly as much sense, especially if you ultimately decide to shut those servers off [0] https://writefreesoftware.org/blog/free-software-games/#but-...
Re: Publishing free software video games
#35This has always been the first reason I haven't open-sourced some of my code. The second being that it's also totally useless, and lots of people could write it better.
Re: Publishing free software video games
#36A friend explained to me that the real benefit of foss is the community building huge things together, faster and better than any individual. So, you don’t make your game foss, but rather, you build a set of foss tools for everyone to benefit from, and the community eventually begins to contribute back, and you end up with a huge machine that does really cool things. Everybody then uses these tools to make amazing th…
The tools thing seems to be the right approach. A lot of huge gaming genres came to be from modding, level editors etc. https://en.m.wikipedia.org/wiki/List_of_video_games_derived_... ARTS (Dota, LoL) to battle royale (PUBG, Fortnite, Apex), Tactical shooters (CS), team/hero shooters (TF, OW) and more… All of these genres came from making modding accessible and are some of the most successful genres to date. The new…
Re: Publishing free software video games
#37This is targeted toward "securing your game’s legacy", but it seems to be missing a crucial part of some games: servers. When games have a required online component, servers shutting down are the most likely reason the game becomes unplayable, more than the client not working on current platforms. So another option that could be added to the list would be to make the server free software (or at least share its binari…
It does address that[0], though: > if your game has a mandatory online component based on your own servers, then making it free software doesn’t make nearly as much sense, especially if you ultimately decide to shut those servers off [0] https://writefreesoftware.org/blog/free-software-games/#but-...
Re: Publishing free software video games
#38>> But my code is embarrassing! This has always been the first reason I haven't open-sourced some of my code. The second being that it's also totally useless, and lots of people could write it better.
Re: Publishing free software video games
#39Re: Publishing free software video games
#40I hate when people bring up VVVVVV as a counter-argument to "But my code is embarrassing!". Saying it's an example of "truly awful code" when it's beautiful and well-structured compared to my stuff just makes me confident that I will never get over the embarrassment.
Hey, we all have impostor syndrome days. I'm 100% certain your code is better than a switch statement with over 4000 cases.
Then there's cases like that Yandere Simulator game, the source code of which got released/leaked and apparently it was so bad that people were making videos taking it apart, but also possibly because they disliked how the developer was leading the project: https://www.youtube.com/results?search_query=yandere+simulat...
But also apparently even the Oracle database source code was pretty grim, this HN post and its top comment still bounces around my mind sometime: https://news.ycombinator.com/item?id=18442637
I wonder what other codebases exist, where the code is inspirationally bad, as in, to the point of making most folks feel better about whatever they're writing and to dispel the illusion of code always needing to be perfect.
Communities like /r/programminghorror (https://old.reddit.com/r/programminghorror/top/?sort=top&t=a...) and /r/softwaregore (https://old.reddit.com/r/softwaregore/top/?sort=top&t=all) are probably sobering in that regard as well.
All that's missing is a site that shows examples of a bad code and how to make the code better besides that, maybe with discussions and different suggestions, based on what people believe in.