Yaaaay, another FPS.
Phoronix: ioquake3 Developers Working On "baseio" Game
Some of the developers behind the ioquake3 game engine that is derived from the id Tech 3 engine are working on a truly open -- all game assets / content are Creative Commons licensed -- game called baseio...
Yaaaay, another FPS.
Sorry to sound negative about it, but:
1. Isn't that a really duplicated effort to OpenArena?
2. CC-NonCommercial is not truly free in the FOSS sense and thus I would really recommend staying away from that license.
(and with a big pause)
3. The art assets they show are really amatuerish or a bad case of programmers art... not likely that many experiences artists will join their cause.
Bullshit, it is still free. Who cares if the F$F deems it blessed in their eyes? The cost to you is the same with 0 loss of kitten kind.2. CC-NonCommercial is not truly free in the FOSS sense and thus I would really recommend staying away from that license.
Wait, and Open Arena doesn't look amateurish and has experienced artists?3. The art assets they show are really amatuerish or a bad case of programmers art... not likely that many experiences artists will join their cause.
NO ONE NEEDS ANOTHER OPEN SOURCE-CHOOSE-THE-LICENSE-YOU-WANT CRAP FPS.
With two dollars you can get professional 8 years old FPS that are 200000 times better than any bullshit OSS FPS out there. OSS FPS only makes sense for shoolary developers.
There isn't anything else to be said about this topic.
Artists don't get attracted to projects that already have great art. Artists get attracted to projects that let them make great art.
A trick that more than a few teams have used in the games industry is to intentionally make some absolutely awful programmer art so that one of the team's artist sees it and goes "oh God what is this I have to kill it with fire and replace it with something that doesn't cause brain dysfunction just by looking at it." Turns out to be a surprisingly effective motivator.
What will matter a lot to any project like this is the quality of the art pipeline. The tools for ioQuake3 are presumably quite mature, so that shouldn't be a big deal for them. For most hobbyist/indie games, however, the art pipeline is the giant killer. If you're looking for artists but don't already have a complete, mature, tested, fully functional pipeline, you're pure fail. Of course, getting a mature and tested art pipeline without real art can be a bit difficult, but that's one of the things that separates the pros from the hobbyists. Those starting out should just consider grabbing free resources online to test their pipelines with, or practice making "full features" models in Max or Blender for dev use. You'll want to test models that have multiple animations and multiple materials, and you'll need to pick some per-project guidelines (exactly which animation techniques you plan on using in the engine will affect the way models are built for the game, for instance).
Oh and yes, OA doen't look all that great, but it is still years ahead of those screenshots that are linked in the article. And good artists will not contribute to a project with such bad art out of pity. Good art attracts more good artists, or good ideas and next to no art (but good programmers) does. As this project has neither I am rather sceptical about it.
Why isn't bloody iodoom3 used?