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ioquake3 Developers Working On "baseio" Game

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  • ioquake3 Developers Working On "baseio" Game

    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...

    http://www.phoronix.com/vr.php?view=MTExMjU

  • #2
    Yaaaay, another FPS.

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    • #3
      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.

      Comment


      • #4
        Originally posted by Julius View Post
        Sorry to sound negative about it, but:
        1. Isn't that a really duplicated effort to OpenArena?
        Open Arena stopped being a free Q3A years ago. Now it's just anime crap for cheap assholes by cheap assholes. No one is allowed to be critical about it, so it's alright.

        2. CC-NonCommercial is not truly free in the FOSS sense and thus I would really recommend staying away from that license.
        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.

        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.
        Wait, and Open Arena doesn't look amateurish and has experienced artists?

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        • #5
          Originally posted by yogi_berra View Post
          Wait, and Open Arena doesn't look amateurish and has experienced artists?
          You are both being too polite. What you both really mean is that it looks like shit



          What i don't get is why not just use opengameart.org or some collaborative effort like that?

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          • #6
            Originally posted by yogi_berra View Post
            Open Arena stopped being a free Q3A years ago. Now it's just anime crap for cheap assholes by cheap assholes. No one is allowed to be critical about it, so it's alright.



            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.



            Wait, and Open Arena doesn't look amateurish and has experienced artists?
            That chip on your shoulder looks painful.

            Comment


            • #7
              Originally posted by yogi_berra View Post
              Open Arena stopped being a free Q3A years ago. Now it's just anime crap for cheap assholes by cheap assholes. No one is allowed to be critical about it, so it's alright.


              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.

              Wait, and Open Arena doesn't look amateurish and has experienced artists?
              I'm not sure if you put a peperoni up your a** but, one thing is for sure:

              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.

              Comment


              • #8
                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).

                Comment


                • #9
                  Originally posted by yogi_berra View Post
                  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.
                  Wait, and Open Arena doesn't look amateurish and has experienced artists?
                  It's not about the cost at all... if that is your idea of "free software" you might as well make it not CC at all but rather just "free as in beer".

                  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.

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                  • #10
                    Why isn't bloody iodoom3 used?

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                    • #11
                      Originally posted by Julius View Post
                      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.
                      I agree, at best you get medium artists.

                      I might contribute my self if they had a compelling idea for a game. That by the way seams to be what is needed to get decent artists onboard, and I'm not just speaking out of my ass here:
                      http://www.nucleardawnthegame.com/about/credits

                      Comment


                      • #12
                        I would rather see it with id Tech 4 (Doom 3 engine) rather than the old Quake III engine.

                        Also, I think CC-nc-by-sharealike is too restrictive. CC-SA is more free, I think.

                        Comment


                        • #13
                          Originally posted by bachinchi View Post
                          Why isn't bloody iodoom3 used?
                          I agree, it's insane to choose ioquake at the present time, and make YAQS (yet another quake shooter). iodoom3 is really aching to get some games connected to it, and these people (perhaps) choose to ignore it. But I don't know they have considered it, perhaps they have, and decided that it doesn't suit the project?
                          Last edited by Azpegath; 06-04-2012, 07:30 AM.

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                          • #14
                            The main difference betwean the two is that ioquake3 has softershadows and a lower hardware requirement.

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                            • #15
                              If you want an FPS that will look professional, then check OverDose

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