(NOTE) the game I purpose will be free, the mods will be free,
All monies generated will be ad revenue. This will allow for a high user saturation, and hence, a high ad revenue. This game will also help to teach -Logic -Physics -"Current Bleeding Edge tech" Almost on topic... Jacob Merrill On Tue, Aug 13, 2013 at 9:22 AM, Jacob Merrill <[email protected]>wrote: > I have been developing a "Open Source Blender Game Engine Project" > titled "Project Wrectified" > > One thing I have been uncertain of all along is how to get ad revenue into > the BGE devs hands. > > The going to be a 3rd person RTS/puzzler that uses component based > enemies, puzzles, vehicles and more, > LOD and Architectural modularity are also key features. > > at the very heart of the concept was the ability of the users to > contribute components, and the ad revenue from the splash / loadng screens > going to fund a full time dev team for the BGE. > > We are in pre-alpha @ the moment (just some tests) > but could use all the help we could get, > > forum links > > http://www.blenderartists.org/forum/showthread.php?284456-Blender-Open-Game-Development-Project-Wrecktified&p=2444389#post2444389 > > video > http://www.youtube.com/watch?v=S9h-wc_ajXU > http://www.youtube.com/watch?v=s57ipxhXBS4 > > > > On Tue, Aug 13, 2013 at 7:45 AM, Jan-Peter Ewert < > [email protected]> wrote: > >> Hi all, >> >> There have been some really good points brought up here. >> >> The suggestion to ship at least some existing plugins that lend >> themselves very well to modding sounds like a very sensible one. SMD/DMX >> plugin seems like an obvious plugin to bundle with a version of Blender. If >> anybody else wants to suggest other plugins that are useful for modding and >> should be shipped in this bundle, I'm all ears. >> >> The topic Ton brought up - how to do a license-compatible way to send >> models generated by Blender to another program - is something that I will >> need guidance on from the experts here. >> >> I have looked at the license that ships with Blender, which is GPL V2. >> What we want is essentially provide the possibility to send API calls to >> our online service that make it possible to send data out of Blender >> (models, textures, animations,...?) there. As I said, the main call I have >> in mind is about Steam Workshop. >> >> My understanding of GPL V2 is that this would in any case not be a >> problem if we did just a WebAPI call where you send the data via a clearly >> documented httprequests. At the moment, what the games on Steam that >> integrate with Steam Workshop do is they send the models to a compiled C >> program and that sends the data to our server. >> >> My understanding of the GPL V2 is that this is still ok since we are not >> making function calls that will hide functionality - we are only sending >> off data, the same way that we would if we exported a file locally and then >> uploaded the data manually via the Steam Workshop website, except we are >> doing this in one mouse click. >> >> Is this a fair assumption? >> >> If not, what would be the license-compatible way to export models from >> Blender to a different program? >> >> Best, Jan >> >> >> >> -----Original Message----- >> From: [email protected] [mailto: >> [email protected]] On Behalf Of Ton Roosendaal >> Sent: Tuesday, August 13, 2013 3:21 PM >> To: bf-blender developers >> Subject: Re: [Bf-committers] Steam-powered Blender >> >> Hi all, >> >> To put this in perspective - I've been in contact with JP and others from >> Valve (they added a donation system, to mark a percentage of sales going to >> Blender Foundation). >> >> Valve was very interested to find other ways to support Blender, and I >> suggested them to more activily involve users of their platform in a >> stakeholder role. That could be by adding forums there, maintaining todo or >> issue lists, inviting people to contribute to Blender (C or with add-ons). >> >> Game modding is a popular 3d activity online, and Blender for sure has a >> big following there. Their requirements probably won't differ much from >> game artists in studios either - it's all about getting the tools well >> defined and functional, and ensure I/O is as smooth as possible. >> >> JP's suggestion for platform integration I cannot judge really... nor how >> much it would be a priority or how it can be delivered license-compitable. >> I'll leave that to the experts here. >> >> -Ton- >> >> -------------------------------------------------------- >> Ton Roosendaal - [email protected] - www.blender.org >> Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A >> - 1018AD Amsterdam - The Netherlands >> >> >> >> On 13 Aug, 2013, at 10:25, Jan-Peter Ewert wrote: >> >> > Hi everyone, >> > I work for Valve (http://www.valvesoftware.com/company/). We would >> like to make our digital distribution platform Steam ( >> www.steampowered.com<http://www.steampowered.com>) one of the places >> where you can download Blender. The long-term goal would be to make it >> easier for people to build their own mods for PC games with Blender and >> share these mods with other gamers. >> > So I was wondering if there are any Blender users on this list who are >> interested in PC games and could see themselves working on an integration >> between Blender and PC games that offer official modding support such as >> DOTA 2. >> > >> > Long story: >> > Valve is a company that is built on modding. The original Half-Life was >> built on a modified version of the Quake engine. All our major games since >> then started out as mods which we found cool, hired the people who built >> them and released them as major game titles. This is true for >> Counter-Strike, the original Team Fortress, Day of Defeat and DOTA 2 >> (Portal was not technically a mod but a student project - but you see the >> pattern). >> > Similarly, one of the most successful features of our Steam platform is >> the Steam Workshop (http://steamcommunity.com/workshop/), which is an >> interface for users to share, discover and install mods for their games. >> Essentially, you can publish your mod there and other gamers can bring your >> mod into their games with a single mouse click. >> > This is something that we think would be a cool feature for Blender to >> tap into. Like modeling a sword in Blender, pushing a button and having it >> available to all users of Skyrim. But we bet there are more creative ideas >> out there than this one. >> > What we are currently looking at is offering a completely vanilla >> version of Blender as a free download on Steam that is completely the same >> as that offered on other websites. We'd hope that this will get enough of >> our users exposed to and interested in Blender so they will be inclined to >> work on Blender plugins that would talk to Steam's backend services such as >> Workshop. >> > If you think you might be interested in being part of that, we'd be >> happy to hear from you! >> > Best, >> > Jan-Peter >> > _______________________________________________ >> > Bf-committers mailing list >> > [email protected] >> > http://lists.blender.org/mailman/listinfo/bf-committers >> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
