ID:7294
 
Crashed is gracious enough to provide me with servers for Fate and SD. Thanks, Crashed!


byond://evilresidents.net:6000
Is Fate.


byond://evilresidents.net:7000
Is Surreal Dreams.


On a side note, after announcing that I would release the source to my racing engine demo, I realized that hardly anything good was going to come from doing so, and I don't have the time to work on it myself. However, my friend played it and loved it, and he agreed to be the map-maker for the project, which is what I needed. He will be designing the game and I will be editing it and giving him resources (as long as it doesn't take long) in terms of new items, new graphics, and new systems and such.

I am not releasing the source code because I know that only a select few will read through it, and probably won't understand it, so instead I decided to write a BYONDscape article (After I finish my endless amounts of homework and get to a comfortable part in Dungeon Diver) detailing what I did. This is better because it wont spawn an endless amount of Mario Kart rips, because the people who make it will be willing to read through the article and understand. And since I've already (mostly) perfected the systems, there shouldn't be any debugging problems my readers get that I had.


Me and my friend's racing game is now in the works and it will be hosted by Crashed as well. It's release depends on when my friend finishes the stuff, since he will be the main person working on it.
Yeah the racing demo was pretty neat. I can see why you wouldn't want to happen to it what happened to DBZ games :P I'm sure those were cool at one point also
This is better because it wont spawn an endless amount of Mario Kart rips, because the people who make it will be willing to read through the article and understand.

Meh. My Racing Game source has been out forever. The few people who actually planned on doing something with it got no where. If the source is complex enough you likely won't get much in the way of rips as the type of people who would do that wouldn't really know how to add or change anything.
I agree with Theo. Especially considering that I am one of the ones who'd read through it, and I'm sure with the whole thing laid out it wouldn't be difficult for me to piece together. Plus the source would be able to come out sooner(assuming you didn't want to go and make it pretty first), and I'd be able to see it in practice.

Of course, if you want to make a game out of it, then releasing the source may/may not be the best idea. As I'm sure we both know, open-source projects exist all over, and in some cases they benefit from the freely available source that anyone can provide suggestions for, and in some cases they get screwed.

Anyhow, your game your decisions. Just thought I'd point out that there are benefits to releasing the source(to the Community and possibly yourself), as well as the detriments.
I was going to release the source for a number of good reasons, but why make the entire game for the person? Why not let them learn it for themselves?

That's what I'm going to accomplish with the article. I will show them everything they need to make one of their own without just using all of my stuff. This way, we will get something unique from my game, not just my game with different maps because they can't figure out how to add/remove anything.
I was going to release the source for a number of good reasons, but why make the entire game for the person? Why not let them learn it for themselves?

Have you made the mistake of listening to OFD or something? The people who will learn from the article are the same people who would learn something from the source. The people who would make a rip from the source are the same people who won't bother with an article.

Would probably be good to release the source with the article as an example. Example code to dig through after getting an understanding from an article is exceptionally helpful.
It's not like I don't want people to have the source, I really do, I just am not going to release my actual game of it, because I want my game to be unique as well, I don't want it to be "Play Kunark's game if you want the base version, or play my game if you want the greatly improved version with DBZ characters and sayain beams!" when they were using my source to do it. I'd prefer they learned from it and made something different from my game, that way people play my game when they want the experience of my game, not someone else's game.

I will release the source to an extent, but the more bulk added to it, the more likely other games can take my source, add sayains, and go "Look! Mine's better!". This way they can program their own items, their own maps, etc. The source I release probably will only deminstrate the physics and the AI, that way, even if they do use my engine, there will be no previous content in it, so they will HAVE to make something unique.

[edit]

And when I say my game, not just the core systems, I mean all of the items, the maps, the graphics, the special effects, etc. Having all of those available, when I'm teaching how to do them anyways, serves no other purpose than allowing people to rip them off, and when I have my own version of the game comming out, I would like people to play it.
I think your reasoning is sound; release the source code to the basic engine, but keep the content closed - so people are free to create their own content, but they can't reuse yours. Kinda like what id software does with their GPLed engine source code releases.