the source code to CoreBreach (GPL) and its 3D engine (MIT) has now been published on GitHub. enjoy.
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CoreBreach On Linux Is Ready, May Go Open-Source
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For possible alternate DRM-free distribution channels, Indievania seems like a good bet.
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I just started catching up with my RSS feeds again, sorry if I'm a little late to the discussion.
First of all, I'd like to thank you and the entire company for supporting Linux, even more so for reaching out to the Linux community and I hope you guys will be around for a long time!
Although I haven't had the chance to play your game I've read the Phoronix articles about it.
I think an open source game engine and free/paid content is the way to go, as it seems to have worked well for the Quake series and kept the engine living longer than I ever could had imagined.
Perhaps the game could be split into several pieces, like this (inspired by the Debian package naming scheme):
corebreach-bin (engine itself)
corebreach-common (platform independent files)
corebreach-demo (demo files, artwork, levels, etc. depends on -bin and -common)
corebreach-full (full game. depends on -bin and -common)
corebreach-server (dedicated LAN game server, perhaps without anti-cheat)
corebreach-src (source code of everything in -bin and -common)
corebreach-buildscripts (helper scripts that will make it easier to compile the game engine. suggests -demo, depends on -src)
This way I think you'd be able to get accepted into the Debian repositories quicker (except for -full, depends on free/paid).
As for anti-cheat, people who desperately wants to cheat would mess around in RAM looking for whatever they want to use.
Server anti-cheat is the only thing I know of which holds out in the long run. See if the ship passes a sanity check.
Thanks again for supporting the Linux community, I wish you the best of luck!
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The "only available" is the issue. This means use is restricted to where those are available for practical purposes. This is also a good argument for open sourcing the code. It means that platforms can make it available and they'll worry about libraries and other compatibilities. This completely removes all of that friction from user consideration. And someone is bound to port it to Android :-)
also i'm not sure what you actually want or if you ever proposed a "solution". you would never buy from desura etc, ok fine, how and where would buying be ok with you? only directly from our website with no registration like with the "humble" bundle? i already said we would actually *like* that, its a matter of resources to create such an infrastructure (especially with payments and download authorization + bandwith).
On the game data side what I suggest you do is make a small amount of the data "open source". You'd need a demo anyway so have enough that anyone can get the code and a useful subset of data to play, hack and improve. Then you sell the full game experience (data), future episodes etc.
soo please put this game into an humble indie bundle !
+1 from me.
All in all I think the best thing to happen to the game right now would be the ability to mod it. Add our own textures/ships/weapons/gameplay/etc.
Just tested the demo (64 bit) on Kanotix (KDE 4.4.5), after install of libsdl-mixer1.2 package it started, but there are some bugs.
1) It is often hidden behind other windows on start (via commandline).
2) When you change settings and press minimize (instead of finish) it is impossible do do anything with the gui anymore, not even close possible.
3) Why on earth are no gamepads supported, at least xbox 360 pads should work out of the box (even on Linux).
Code:For the demo download: you can use even a zip package for win,linux (32+64 bit) just like others do when you create it on linux the permissions are stored. It is useless when you need to dl it again to compare it to wine or when you want to use 32 bit, when 99% of the files are the same.
The demo levels look like a basic white variant of wipeout but well, maybe somebody likes it
thanks for the input everyone, i'm now on a short X-mas vacation but keep the feedback coming
Happy holidays!
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Just tested the demo (64 bit) on Kanotix (KDE 4.4.5), after install of libsdl-mixer1.2 package it started, but there are some bugs.
1) It is often hidden behind other windows on start (via commandline).
2) When you change settings and press minimize (instead of finish) it is impossible do do anything with the gui anymore, not even close possible.
3) Why on earth are no gamepads supported, at least xbox 360 pads should work out of the box (even on Linux).
For the demo download: you can use even a zip package for win,linux (32+64 bit) just like others do when you create it on linux the permissions are stored. It is useless when you need to dl it again to compare it to wine or when you want to use 32 bit, when 99% of the files are the same.
The demo levels look like a basic white variant of wipeout but well, maybe somebody likes it
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+1 from me.
I do think you should hold out until you make however much money you want however. As for the "deal" you want to make about reaching a certain goal than releasing the code/assets, I have no idea becuase I am no expert on "legal" matters which that sounds like.
All in all I think the best thing to happen to the game right now would be the ability to mod it. Add our own textures/ships/weapons/gameplay/etc.
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Originally posted by CoreCode View Postwell the game is DRM free, please don't call the fact that the game is currently only available on some online distribution platforms which you may not like "DRM".
On the game data side what I suggest you do is make a small amount of the data "open source". You'd need a demo anyway so have enough that anyone can get the code and a useful subset of data to play, hack and improve. Then you sell the full game experience (data), future episodes etc.
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some distributions have a package they call "libobjc2" but this isn't actually the real libobjc2 (version number below 2)
i think only gentoo has the real one.
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Really, do we think about the same package? It is there since lenny...
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