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Sirala
Member
Registered: 2004-05-19
Posts: 12
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Before I beging to deveote anytime to actually adding any ideas which would be part of a version .01 phase of developign a source, I'd like to know how ownership of the source would be handled. Along with this being said, let's say I asked someone else to come over and help with the code, I am sure they'd like to know such also.
Not that this is ment to come across as a matter of concern, or that I think my ideas are so great or differnt than other peoples, but I do like to be given credit, have a copy of the source at all times, like to have a general say in if a idea is rejected or passes on to make it intot the source, etc. . As at the moment it seems like all of the creative control is solely in Kaishakus hands.
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| 2004-05-20 10:30:22 |
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kaishaku
Administrator
Registered: 2004-05-14
Posts: 189
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Well, I mentioned to someone today that I expected it would be open source. Since it is being written in Python it is impossible to really protect anyway.
However, a fully open source game is very open to ill-meaning people discovering exploits (and not reporting them), as well as number-crunching formulas and mechanics which would be best left mysterious. Worse still would be that person creating a web page all about it, and the game attracting horrible people who actually seek out games reverse engineered like this for selfish and pathological reasons. That could destroy the game and atmosphere.
I am actually going to start writing code today or tomorrow, or most likely as soon as I get some sleep and feel less undead. I think I will handle this as most muds do for now, and that is to give source to developers, quite simply.
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| 2004-05-20 10:40:32 |
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kaishaku
Administrator
Registered: 2004-05-14
Posts: 189
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Also, about the perception that all creative control is in my hands...
I am like a project manager here, and I have to put off or reject ideas which are not meant to be discussed at this time.
What we need now is to define the game, or basically to follow the forums from the top to bottom, addressing the issues.
I have seen that my abstract thought processes are not easy to respond to, so I am going to start throwing out less abstract specifics of what my abstract ideas might mean. Why do you feel all creative control is in my hands?
Creative game design input is what I am seeking most hopefully.
The top 3 or 4 forums after Announcements are the key for now imho.
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| 2004-05-20 10:44:43 |
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kaishaku
Administrator
Registered: 2004-05-14
Posts: 189
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Some more thought on this..
If I can rationalize the problems mentioned in my first reply in this thread I would very much like to register the project with Sourceforge. At first I was thinking that I would keep certain mostly-math files separate, but perhaps someone can come up with a convention or rationale to ease my concerns.
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| 2004-05-21 09:48:14 |
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Hmm... honestly, i'd say that the things you're describing aren't all that prevelent on muds really. Infact until you break a certain number barrier i'd say it's non-existant. Sure you're going to get a few powergamers, maybe even a few who are competent enough at coding to code dive for additional information, but for the most part people play. if there are maps or something similar they'll use them... but much beyond that I've not seen that mentality much in muds... seen it alot in mmo games but look at hte playerbase size comparisons... muds are like a small town, mmos are like a massive city like new york or london... yah occasionally small towns get murders, but no where on the scale you see it in massive cities. Shrug, just my .02c. If you don't want people to get the mechanics of the mud itself seperate the "world" from the "mud". provide a minimal "world" with the mud itself to bootstrap people like dgd/ldmud/lpmud rather than the diku derived way.
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| 2005-04-22 21:55:35 |
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