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Hey folks!
Just a quick note. I'm going to be intermittent for the next couple of weeks, because I have a new baby daughter as of June 1st. (For those who are interested, she's 7lbs 5 oz, and 19 inches tall, and both the baby and mother are doing great.) In the meantime, if you need assistance from an administrator, there is often someone available in the IRC channel (#opengameart on freenode). Please note that administrators are volunteers, and may not be on 24/7.
Thanks!
Bart
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Update: The link to the kickstarter campaign was broken. I fixed it.
I just want to draw everyone's attention to the Rythos RPG Builder kickstarter campaign. The description, from the campaign itself:
Rhythos RPG Builder is a free and open source game editor inspired by RPG Maker, and based off of Rhythos Arcade BETA, an action/rhythm battle game I released at the end of April that can be played here: http://fancyfishgames.com/rhythos/ or on newgrounds here: http://www.newgrounds.com/portal/view/616768 . My goal is to create a full-featured, easy to use editor that can customize and create full RPGs on top of the Rhythos battle engine and export games to a variety of platforms, such as Flash, HTML5, Native Executables (PC, Mac, Linux) and potentially many more. Rhythos is being designed with extendability in mind, so it will be easy for the community to improve the editor, allowing it to evolve along with it's user base. It will be accessible for those who want to start their game development career, but also flexible enough for experienced game developers to take advantage of.
Astute observers will notice that they're making use of the LPC sprites and tiles. :)
At any rate, it looks like an awesome project, so I encourage you to stop by and give them your support!
Peace,
Bart
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Hey Folks!
Lead Flare developer and OGA contributor Clint Bellanger has just completed his April OneGameAMonth project, Heroine Dusk. Heroine Dusk is a fun, casual, retro first-person dungeon romp with about an hour of gameplay. Here are a few screenshots to give you an idea of what it's all about:
The game runs at a resolution of 160x120 (scaled to fit your screen), and the art is done using the 16 color dawnbringer color palette. It is written entirely in JavaScript, and the source code is available on GitHub under the GPL v3 or later. The art is CC-BY-SA and can be round right here on OGA.
I highly recommend playing it, as it's a lot of fun!
Bart
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Once my current project is over, I'd like to start looking into ways to fund work on OGA as a full-time job, which will require several thousand US dollars per month (I've got a baby on the way, so I need to be working for more than subsistence wages in order for this to go over okay with my wife). There are a lot of feature requests and bugfixes that have been pushed to some indefinite point in the future that I call "when I have time," many of which you can see in the feedback forum.
Anyway, regardless of which funding option I go with (several people have suggested Kickstarter), I'll need to list and priorotize a set of goals, as people will be more likely to donate money if they know in advance what that money will be paying for. These goals can either be related to programming, or other things for the site that require time and effort. I could even hone my art skillz if people want. Also, if I go with a kickstarter model, I'd be interested in finding out what sort of rewards people would like.
Anyway, I'd appreciate some thoughts and comments about what people would like to see added to the site in the near future.
Thanks!
Bart
P.S. I've posted this on reddit, here: http://www.reddit.com/r/gamedev/comments/1d11ir/i_run_opengameartorg_and...
Feel free to comment there instead if you prefer. I'll be watching both places.
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We here at OGA are pleased to announce that, in response to incredible user demand, we will be purchasing the rights to the popular FOSS (Free and Open Source Software) game Battle for Wesnoth in order to address the frequent user complaint that Wesnoth is insufficiently monetized.
Users are already very excited about this development.
"When I play a game," said user ceninan, "I want to be bombarded by as many microtransaction offers as possible. Wesnoth has been very poor in this regard. I mean, what is this? Tthe latest development version comes with sixteen campaigns right out of the box. Sixteen. There should be one campaign, maximum, and the rest should be available for EU4.99 as 0-day DLC."
"Seriously," agreed Flare developer Clint Bellanger, "and what's with Wesnoth being moddable? If I want to change how a unit looks, all I need to do is open up an image editor and change it myself. Trivial cosmetic modifications like that should cost me at least $0.99 each! Since I monetized Flare three months ago, my users have never been happier."
"I never cared much about DLC myself," said user Ablu. "What I care about is that I have to pay sixty dollars up front for a game that I can't possibly return for a refund if it doesn't work. I mean, I downloaded Wesnoth the other day for free, and started one of the single-player campaigns. Also, when my internet connection dropped out for a few minutes, I was appalled to discover that Wesnoth continued to work perfectly. What Battle for Wesnoth really needs is nasty always-online DRM in a transparent attempt to kill the used games market."
"The thing that bothers me the most," added user MrBeast, "is that I could look at the Wesnoth source code if I wanted to, and that other people are probably looking at it right now. One thing I absolutely don't want is the peace of mind that nothing is running in the background collecting my personal data to be sold to advertising companies and government agencies. And I certainly don't want to be able to make my own modifications to the code."
When contacted for comment about the planned acquisition, a representative from the Battle for Wesnoth team said, "Wait, what? This is the first we've heard about this. Can OGA even do that? You're not going to quote me on this, right?"
Happy April Fools' Day, everyone!
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