Hi Tom,
When working with professional game developers, such as the one from Valve,
Owning the rights to the game source was extremely expensive. Actually there
would be no way any of us could ever afford it. If I took out a loan to pay for
it I would never be able to make it up from the amount of sales I would make
from the market. So, a way to get a state of the art game produced at an
affordable rate was to let the programmers keep the rights to the source and me
exclusively sell the game and have rights to the game title.
In addition to this, as any programmer knows, programmers by nature are stingy
with their source code. Some feel that they have worked hard enough to
accomplish something and to share it with others is just not going to happen
regardless of how much you would want to pay. By letting the programmers keep
the source, their baby, that got past that ego hiccup too.
cq was to be an online multiplay game and the void was just a first person
shooter.
Thanks for the good luck wishes. Programming my own engine and level creation
tools will take some time but will be a rewarding experience.
Catch you on the AGDev list grin.
Regards,
Justin - BSC Games
Hi, Justin.
It is ashame it ended up this way, but in all honesty the biggest
mistake was not owning the rights to the game source which is a major
problem with anyone in that situation.
I am interested to note how much work was involved in CQ and Void. I
only vaguely remember the titles, but don't know much about them
personally. Were they like some kind of multiplayer online games?
Perhaps we could have built our own engine to handle those types of
game. While I primarily do C# .net these days I was once a C++ programmer.
Anyway, I guess it is live and learn, and count the losses and go
on.Good luck with your new adventures.
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