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Re: [glob2-devel] Revive Glob2 with a kickstarter


From: Stéphane Magnenat
Subject: Re: [glob2-devel] Revive Glob2 with a kickstarter
Date: Fri, 20 Dec 2013 09:32:08 +0100
User-agent: KMail/4.11.3 (Linux/3.5.0-18-generic; KDE/4.11.3; x86_64; ; )

On Thursday 19 December 2013 21.49:25 Bradley Arsenault wrote:
> Its easy to tell that we are just a large bunch of programmers on this
> mailing list. We all just slamming away on what technologies to use.

That is true, we should speak more about the game design, I've launched some 
questions into this direction, but the thread did not take.

> I don't think the technical challenge is our main issue. I think its more
> that there just aren't enough of us with free time to devote to even doing
> the fundraising, let alone the actual coding.

While I agree with you, I also think that a large part of not being able to 
increase the size of the community (at least the programmer part of it) was 
due to the complexity of the project. Compared to most indie games, our engine 
is far more complex. So with that respect the discussion on technology is not 
meaningless.

> I like the idea of open source in theory, but it is very difficult for
> games, especially if we want any good online functionality, which have
> their own ongoing costs. To survive, the project would need to be able to
> fund itself. I like Leo's idea of making it open source but still available
> for sale through the android store or something, but I'd say if we like the
> idea of the game, closed source would probably be the most likely to
> succeed in the long term.

I am not against "open-source but costing something", we can do that on steam 
also.

The problem is probably more to attract artists than programmers, but maybe we 
can have arts done by relatively techy people like we have had until now.

have a nice day,

Stéphane

-- 
http://stephane.magnenat.net



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