Game Development Community

Minions of Mirth Technology Licensing

by Prairie Games · in Torque Game Engine · 04/24/2005 (1:29 am) · 61 replies

We're considering licensing the Minions of Mirth code for commercial use. I'm interested in getting some feedback on this...

Some points:

1. A Torque + Lighting Pack license would be necessary. How the packaging comes about is something to work through if/when we decide to do this...

2. This wouldn't be a manicured code pack. It's would be a tarball of a fully functioning game, warts and all. In other words, this would not be a "beginner's pack" and it wouldn't be small and contained... This is a system, it isn't meant to be sliced, diced, and cut into components.

3. The game and much of the supporting technology is written in the Python language. There are also significant modifications to Torque, some of these modifications could be labeled as "hacks"... others are downright inspired :)

4. There would be no direct support provided by me and very little documentation... This is consistent with "indie culture"... For instance, the Torque EULA doesn't provide any insurance of support. Nor do any code packs provided on this site. We cannot guarantee direct support... though, forums, bug trackers, etc are possible...

It would be my hope that some people would like to improve the tech, defend it, and help others understand it. This is beyond my control. If someone is indignant about not receiving direct support after agreeing to a EULA, this is also beyond my control.


5. Making a cool, original RPG, is a whole lotta work any way you cut it.

6. Minions of Mirth specific spells, characters, quests, items, etc would be included as examples, though could not be used in derivative works.

7. We would potentially do an "Early Adopter" release which would be before the game ships. "Early Adopters" would be entitled to code updates and would receive the shipping version of the game's code, once it's complete. Any "Early Adopter" licenses would be extremely low priority for us until MoM ships...

8. Windows and OSX builds, and packaging systems, would be included (the OSX build isn't currently together, though will be soon)...

9. The Master, World, and Zone Servers would be included... also, the Client and World Manager (for player's hosting their own worlds).

10. The game code supports single and multiplayer game modes. There's also database config/persistency stuff, server admin, quests, spell casting, zoning, integrated day/night cycles with weather, spawns, inventory, communication channels, simplified character animation system with material based clothing, etc... and so much more...

11. We would potentially be interested in contracting with someone to maintain the licensed code, document, cleanup some of the uglier stuff, etc

Alright, that's enough of that for now...

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I'm curious what people think a license should cost?

I am 100% confident in the game and technology. What I am not confident in is this market. What percentage of people will look over the code for 2 minutes, decide that it either sucks or it really is a ton of work to make a RPG, and complain until we refunded them?

Other comments? Ideas?


Thanks,
-Josh Ritter
Prairie Games
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#61
04/27/2005 (11:49 am)
Josh, I'd love to talk with you about this. I think you'd emailed Jeff on this, but he was on vacation last week and we've all been slammed here. I'll follow-up with you offline. :) Glad that you're considering this idea though, it'd be very cool.
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