Blackvoxel Forum

Blackvoxel => General Discussion => Topic started by: dddvvv on August 29, 2016, 07:16:08 pm

Title: Hello
Post by: dddvvv on August 29, 2016, 07:16:08 pm
I want to use Blackvoxel to build a commercial game. My plan is to keep private artwork(sounds & textures) and level design(including interpreted MVI behaviors). On success I plan to open bug bounties to give back to the community. Are you ok with this? please correct me if anything is incompatible with your views or GPLv3.

The game will be a puzzle platform around all kind of processes. Some mechanics:
- Solve magic squares to open doors under a time limit. You may solve the first by hand but under a constrained time limit or a bigger square you need to instruct your MVIs(molecular voxel interactors) to help.
- Build in parallel with your MVIs from blueprints
- Navigate mazes with MVIs to get the treasure
- etc. (in the works)

Do you see yourself playing such a game? I don't really like puzzle games. They are slow and you don't really learn anything from them. This game is more about personal development. To build your knowledge with pleasure.

Title: Re: Hello
Post by: Enigma on August 30, 2016, 06:51:04 pm
Hi dddvvv, and welcome to the Blackvoxel forum  :)

Unfortunately, what you are planing is not possible.

GPL v3 license means that any part of any derived work must be free software. Doing proprietary artwork or game content in order to turn a free software into a proprietary software would be a license infringement.

The GPL license is a "non permissive" and "viral" license. Any derived work must keep the freedom of the original work. With GPL, even externally linked code, content and assets are "contaminated" and must be released under a compatible free license.

To make it simple, if anyone want to use any Blackvoxel code and/or content to make another game, the price to pay is to make the game entirely free software. We won't tolerate any other scheme.

With Blackvoxel, we turned years of hard (and costly) work to free software, in return we expect any derived work to do the same. So we (and the free software community) can use derived work to improve the original work and other free software.

You say your goals are about personal development and to build knowledge with pleasure. If so, doing free software is the way.

About Blackvoxel, be aware that the game remains unfinished : a lot of features are planed. In particular, missions including puzzles are planed on the Blackvoxel roadmap since a long time. So it will end up in the game someday...

In the hope we have answered to your questions  :)
The Blackvoxel Team.
Title: Re: Hello
Post by: dddvvv on August 30, 2016, 08:43:20 pm
Got it. I will start development from scratch and release my work under MPLv2  :)
It will be exciting and I want try this (http://hintjens.com/blog:117)
Title: Re: Hello
Post by: d3x0r on September 21, 2016, 04:08:56 am
Really?  You're saying if I create a set of assets and charge $30 for them, that has anything at all to do with blackvoxel or it's code/resources? 

I disagree entirely.  If all supporting changes to the code is kept open source... but you can also charge for distribution of the sources, if no other methods are available... but even so...
The changes would have to be kept on your own git branch and basically any pull request would be useless to the mainline...

Title: Re: Hello
Post by: Enigma on October 12, 2016, 06:41:57 pm
Got it. I will start development from scratch and release my work under MPLv2  :)
It will be exciting and I want try this (http://hintjens.com/blog:117)

So, good luck for your project.

The Blackvoxel Team
Title: Re: Hello
Post by: Enigma on October 12, 2016, 06:43:56 pm
Really?  You're saying if I create a set of assets and charge $30 for them, that has anything at all to do with blackvoxel or it's code/resources? 

I disagree entirely.  If all supporting changes to the code is kept open source... but you can also charge for distribution of the sources, if no other methods are available... but even so...
The changes would have to be kept on your own git branch and basically any pull request would be useless to the mainline...

Hi d3x0r,

I didn't understand what you mean, did you responded to dddvvv or us ?

The Blackvoxel Team
Title: Re: Hello
Post by: dddvvv on October 14, 2016, 09:16:49 am
@d3x0r,all
  In my opinion actually making the game is the hard part. Building assets as an indie developer is a lot of work. If you obsess about perfection and consistency overall you have to do everything by your own hand. That means that I do the mechanics & research, tuning, level design, visual art, sound effects, story etc.

  On the other hand I want to see open doors self-emerging online communities beat corporations in the business game. Normally, this means that the community is sustainable and makes money.

On a more lighter tone I did find this on steam: http://store.steampowered.com/app/290060/

  What got me interested in Blackvoxel is the code and the mechanics. The code can be kept under control and reasoned about by a single person. I fully congratulate the owners for their skill and experience. The mechanics... even one of those mechanics can make a game: http://www.zachtronics.com/tis-100/. On the other hand it requires a tremendous amount of tuning and personal investment. In reality a successful game can be done with much less runtime logic and better assets and design.

  Finally I want to say that I actually ditched 3D and multiple mechanics totally. I am building a 2D pixel art game with a single mechanic. The mechanic is original as I didn't see it in another game and it as a lot of content potential. The engine is written in C & JS and compiled for the PNACL platform. PNACL is the precursor to web assembly. The real-time logic is done in C and the user interface is in HTML, JS and CSS.