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Releasing "Alpha Project" FREE Team-Based FPS

by CSMP · 05/24/2009 (1:51 pm) · 5 comments

OK, So i've been working on alot of differant projects, and over the years i've come across alot of useful content from alot of helpful authors and artists, i've been creating my own engine for about a year now.(with backup archiving system to avoid restarting, as i had done so many times in the learning process before)

And recently finding the MG Starter Kit, I have decided that since my up-to-date core plugs right into MG Starter Kit more-or-less, and that I would like to keep and improve upon the MG Starter Kit's base set of features from the GameModes and Inventory to the Directory Architecture.

Though I'm pretty sure that if i leave the original author's comments and acknowledgements I should be fine to distribute the game for free, and upon completion of the free version I would like to sell my product, however as i mentioned I would like to find out if there would be anything else that i might need to consider.

Any help in this area would be grateful as I will not be posting any pics or further info until i know that everything should be ok.

Also, Right now i'm using some of the BeaverPatrol weapons, though I will be buying my own weapons from TurboSquid most likely, as GG has removed the individual modmaker weapons packs.

#1
05/24/2009 (5:20 pm)
Btw: I am using TGE 1.5.2 with all available (or otherwise known) optimizations to keep the System Requirements to a bare minimum.

I am developing this project on a 1.9ghz,2gb,AMD,nVidia8400m Laptop and atm High Detail settings range from 10-30 FPS and Low Detail settings range from 40-90 FPS on my current equipment.

I do not plan on upgrading engines at any time during the "Alpha Project" however my goal is to have all of the "standard" features of AAA titles without the "NextGen Lack of Content and/or Quality"

I will be needing Beta Testers when the time comes as I have not been able to test the MultiPlayer aspect of my features, though MG Starter Kit comes with a strong/working set of features that i feel confident will prove to be the strongest point of my project.

I must say thanks again to those who created and helped with the MG Starter Kit and anyone else that has helped me along the way from the Resource Authors to the 3D Artists that have been kind enough to share there content.
#2
05/24/2009 (5:25 pm)
There was a whole lot of awesome scripting done in that MG Starter Kit! It's almost a full feature complete game in it's own right.

From my understanding of resources and community contributions -- so long as you're not making a kit for profit (even though some have) -- I think you're free to use them within your game. It's a given that proper attribution should be noted, but in many cases I've seen that credit isn't always provided.

Since it was mentioned in the MG Kit that the art wasn't to be used and was only a placeholder for demonstration purposes, you would have to change the artwork of course. But I don't think any restriction was placed on the usage of the actual code itself.

In my opinion I would say feel free to post pics and blogs about your progress.
#3
05/24/2009 (5:37 pm)
Good catch, I knew there would be minor stuff.

What exactly would be considered Placeholder Art, Im guessing any .dts and .dif file and possibly the .mis files?

If so then all I would need to do is remove all MenuArt(already done), interiors, shapes and create new levels... correct?

btw: I will be setting up a Website where all the updates and screenshots will be posted for more information and etc.
#4
05/24/2009 (6:34 pm)
I seem to remember reading that you can't use the player model, and I'm pretty sure that the assets included with the Various Missions were considered to be placeholders -- these assets are in the "Missions" directory and were provided by a volunteer to help "flesh-out" the kit. I'm not too sure about the legality of using the weapons, but I do believe that the rest of the assets, such as those in the shapes & textures directories are stock assets that came with Torque. And you may want to make a pass through the sounds folder too and compare against stock assets that you know are free to use.

I'm pretty sure that one of Zod's blogs mentioned the subject of the artwork, it's just been a while, and I don't recall either if there was a "EULA" of any sorts in the kit.
#5
05/25/2009 (6:22 am)
Quote:GG has removed the individual modmaker weapons packs

You can still find the packs around the web if you search hard enough on other sites other then GG. I was looking around for them myself a few weeks back. Good luck with your game. If there is any ambient audio I might be able to provide for the game, let me know and I'll throw a few heavy hitters your way, all I ask if you use them, just give me credit. Good luck on the project.

TTYL,

Will Zettler
Digital Lightstorm Studio
Dallas, Tx
will_zettler@dlsstudio.com
dlstorminc@yahoo.com