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Plan for Josh Ritter

Plan for Josh Ritter
Name:Prairie Games
Date Posted:Jun 15, 2004
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Blog post
Darkest before the dawn...
I had perhaps the darkest day of the project yesterday. I felt adrift on wreckage, my hand cupping a few drops of fresh rain water. Lara and I sat down and an hour later the despair was so thick it could be wrung out of the air.

Today is better... I forced myself to take a bit extra sleep... I average around 4-6 hours a night.

Something is around the corner, I can feel it. I just watched our video for the first time in a few days. I have spent hours watching it and the assorted bulk footage. There really is nothing else like it. Every day that goes by I like the "Massively Single Player" concept more and more... and the tech side is quite fun from the scripting and database backend. It's so cool. Though, the materials we have presented are such a limited view into this world. Those who can read ANSI C can gather a much better understanding of just how much gameplay is there.

There is also something really cool/decadent about getting the source code out and working publicity for it. I registered the project on Freshmeat last night. So, Freshmeat and Sourceforge both point to http://www.prairiegames.com ... I have also been buzzing Quake source communities and Open Source tool providers... the reaction to the project has been nothing short of stellar. I may have to open a "Mail Bag" section of the site...

Open Sources are the future... I am as sure of this as I ever was... from my technology to (most) the tools I use... I don't think I would be nearly as excited about this project if it wasn't Open Source. I shipped some 11 odd retail titles... I was getting seriously bored with it. I am seriously bored with 99% of the crap I see... It's all the same in a different color. I do see the possibility for a hit or two.. mostly in the "sensational subject matter" category... I see very little that excites me... well, nothing really.

Expect an official launch and associated Press Release quite soon. I am so, so, so looking forward to seeing Wishek, ND on a Press Release... How odd :)

What rules? I didn't see any rules!

-Josh Ritter
Prairie Games

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Stephen Clark   (Jun 15, 2004 at 22:55 GMT)
holly crapola! how cool... I'll give it a buy/try for sure! Been a couple of years time since I played a single player RPG. keep it up!

-s

Logan Foster   (Jun 16, 2004 at 00:53 GMT)
Sounds interesting, I cannot wait to see it. If you did include a Multiplayer option would this be a cooperative version of the single player game (ie. Doom and Doom2s Multiplayer)?

Prairie Games   (Jun 16, 2004 at 01:05 GMT)
I am a fan of player vs. environment ... Cooperative would definately be the focus. Basic PvP is trivial to add, so there would be that too... duels and the like... My yearning for multiplayer will eventually get the better of me. I have little doubt that single player will be the more popular of the two.

We are now listed on Lua's web page as a project. I find this strangely gratifiying. It's amazing how many people want to point at you simple because you publish your sources or use their technology. I have a lot of communities to flail around in... this is what I live for...

Our web server is running an Open Source OS, it uses PHP an Open Source technology, our forums are powered by Open Source (I love phpBB2), I am using a heavily modified Quake2 Engine written by two great minds: John Carmack and Brian Hook. It has been further hacked on by brilliant people from around the world into the gem I branched. I have added a ton of stuff... and given away the source well ahead of when I had to... I have also given away the tools which I didn't have to... I have no regrets and the possibilities are only growing...

-Josh Ritter
Prairie Games

Dylan Sale   (Jun 16, 2004 at 01:24 GMT)
Your one of my heros ;) Just thought I would share that with you :D

Go Open Source!

Prairie Games   (Jun 16, 2004 at 01:34 GMT)
@Dylan: :)

Actually, I really shouldn't use the phrase "given away"... publishing these sources is an investment. One that will, mark my words, grow tremendous fruit. The source really isn't important until there is some data for people to run with it... and then... zing! But it's out there and that's the important thing.

Independent game developers really need to stop viewing source code as a commodity. It's more of a liability.

-Josh Ritter
Prairie Games

Jay Barnson   (Jun 16, 2004 at 03:20 GMT)
I've been wondering when somebody would produce a commercial game using open-source code. Gotta give ya a tip 'o the beanie for doing this.

So here's the question... where's the line between code and content drawn, REALLY? Part of me gets worried because, as a coder, I feel like I'm not a content guy. And if the code is all free.... then it feels like my value to the project is effectively $0.

However... what happens when code IS content? Can the open-source software process scripts that are in themselves NOT open source? It hurts the brain. But you'd think that would be legitimate...

Prairie Games   (Jun 16, 2004 at 03:38 GMT)
This depends on the Open Source license. Open Source is a general term. In this case, I am working under the GPL. The GPL is a very strong license... I have to release all sources that are linked (static/dynamic/or script) to any binary I release...

We use Lua to configure our database (I am currently generating a tool as well)... These scripts are a big part of our content and I do not want to release them. Technically, they are code but really they are procedural ini files... but anyway, the part of the code that generates the database will be defined out for the release binary... thus, we won't have to release them. If I didn't do this they would fall under the GPL and would have to be released. Again, Open Source licenses come in a ton of flavors... most are compatible with one another, for instance Lua, SQLite, Freetype, SDL, Quake2, etc can all happily play together.

Obviously any texture, level, model, character, sound effect, etc is content.

"And if the code is all free.... then it feels like my value to the project is effectively $0"

Hm. I guess this escapes me entirely... sorry... I just don't think that way. I put a huge amount of worth in the Open Source code I am using... I also value the code I write highly. It represents my, as well as many other people's, time.

Time is all we really have.

-Josh Ritter
Prairie Games

Edit: ... and by the way, I am far from the 1st person to use Open Source code in a commercial game. Hell, about any game that loads a jpg probably uses some Open Sources. There aren't a lot of GPL games that have a monetary price attached though... I would also dare say there aren't many (modern) Open Source games of the quality and scale... This is a good thing for me, the developer, I promise :) Be different. People will notice.
Edited on Jun 16, 2004 03:50 GMT

Prairie Games   (Jun 16, 2004 at 04:03 GMT)
... continued ...

THINK ABOUT EVERYTHING YOU HAVE DONE ON YOUR GAME!!!

I am just as proud of the game design, artwork, producing, marketing, teaching, and other duties as I am any code I have written.

Seriously, code is code... it isn't magic... the idea of other programmers working with MY stuff lights me on fire... What a HUGE vote of confidence... What a great chance to get some pay back on MY effort!!!

Why lock away my sources? Why hold back? I came to the realization that closed source development bored me friggin' stiff. I want to be part of something bigger and bolder. I want to innovate, not just on some techno hoo-hahs, but in terms of DEVELOPMENT, in terms of visibility, in terms of FREEDOM.

I am not there yet. But, you have to start somewhere.

If I had a gun I would be shooting it into the air!!!

BLAM!!! BLAM!!! BLAM!!! BLAM!!!

-Josh

PS: I guess you pushed the right button... YEEEEHHHAAAAWWWWW!!!!!
Edited on Jun 16, 2004 04:15 GMT

Ben Garney   (Jun 16, 2004 at 04:04 GMT)
@Jay: I once made a business off of an open source tool that I sold scripts and content for... So yeah, you can do it. It's all about understanding what the licenses guarantee and what they don't.

Pat Wilson   (Jun 16, 2004 at 13:29 GMT)
I think I will work the "Crappy Ring of the Brazen" into my next campaign.

Seriously, though, Josh that looks bad ass. You have put in an amazing amount of work. I like the term "Massivly Single Player".


P.S. Don't shoot a gun into the air in celebration. Bush may come and bomb your house, and your relatives.

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