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  • #76
    To further elaborate: A portion of the profits on this game will go to the open source software used in its production (Blender, MyPaint, GIMP), meaning we can see further developments on those tools in the future.

    The game is currently set to be released episodically, with a first release by Xmas 2012, allowing us to give a solid gameplay experience with current-gen quality graphics.

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    • #77
      Originally posted by azraelthe7th View Post
      My understanding of Open Source liscencing is that it doesn't prohibit selling software using open code, so long as it's available freely.

      The success of a project like this (and others in the same vein) could encourage other companies to release their code freely, knowing that they can still make sales.
      You didn't really answer his question, so I'm still a bit confused.
      How will you get people to buy the game as opposed to just compiling the source for free?

      Will you do like what ID does and give out the engine code, but make you pay for the textures, 3D models, and maps?

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      • #78
        Originally posted by pvtcupcakes View Post
        You didn't really answer his question, so I'm still a bit confused.
        How will you get people to buy the game as opposed to just compiling the source for free?

        Will you do like what ID does and give out the engine code, but make you pay for the textures, 3D models, and maps?
        ID releases the code when they release a new version of the game. We'll release the code when the game is completed (fully completed, not after each episode) same goes for the art (the specifics haven't been decided yet).

        As for compiling, I don't know many people (average users) who enjoy the idea of compiling, and we're lucky in the open source world not to have anything resembling pirates so far. If anything, just knowing that we can release games without DRM, and free code could be reason enough for most potential buyers to do so, especially if it sends a signal to larger companies.

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        • #79
          Sounds very cool, I have been hoping more game developers would start doing this, so best of luck to you!

          Any chance of you revealing what kind of a game it will be?

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          • #80
            Originally posted by Dragonlord View Post
            You can pull semantics out of your rear as much as you want but it doesn't change the fact that with the expression "clone of a game" one refers to a game which is very similar to another game because for example using the same game mechanics but changing artwork, characters, the world or parameters on the game mechanics itself.
            Would you call Oblivion a clone of Gothic? Or Need for Speed a clone of Colin McRae Rally? If so, then I guess I see how by your definition Nexuiz is a clone of Quake.
            But I'm pretty sure most people would disagree with your definition of what is a clone then.

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            • #81
              Originally posted by Zhick View Post
              Would you call Oblivion a clone of Gothic? Or Need for Speed a clone of Colin McRae Rally? If so, then I guess I see how by your definition Nexuiz is a clone of Quake.
              But I'm pretty sure most people would disagree with your definition of what is a clone then.
              More there is not to say.

              Or for the lazy ones:
              A video game clone is a video game or game series which is very similar to or heavily inspired by a previous popular game or game series. Some video game genres are founded by such archetypal games that all subsequent similar games are thought of as derivatives.
              To be fair though this quote here too so people can't complain.
              The term is sometimes derogatory, implying a lack of originality but clones can be anything from a pure "ripoff", to a legitimate derivative or improvement on the original or even a homage to it.

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