In other discussions people said, the licenses are options - the user only needs to fulfill one of the offered options, not all. That's why I offer all the licenses which I'll accept my art to be used with.
CC0 I'll not accept.
If I'm wrong with the idea that the licenses are "I offer all, you can pick one that suits your project", I'll have to change all my entries here to CC-By I guess ... but before I do that and edit all the entries, I want to be sure (e.g. get word from a mod) that my idea is wrong indeed.
If you feel unsure, you can always claim you got the piece from here:
DA offers only one license choice for works, and so I chose CC-By 3.0
Really I won't go after you if you actually use it, regardless of the license, as long as you give credit. I make this stuff to be used in games - I just want a mention in return.
And I wonder why this discussion starts now, since I have several dozen of works uploaded with all licenses offered except CC0 which I'll not accept. And also, why the site offers to select many licenses if it's so useless as you say. I'm quite certain that my idea that you need to fulfill only one of them, is correct.
The licenses are options. You don't need to comply to all - just pick one that fits your project and it will be fine. So if your project is GPL, your option is GPL. Otherwise you pick CC-By or CC-By-SA.
I don't think removing license options will simplify things.
Thanks for the pointer! I read a bit about the game on Wikipedia and it gave some helpful insight how such a game can work :)
I didn't made much progress with this project though, I made some item artwork, but didn't do any programming or game design work. And I'm a bit uncertain about the UI design, the parts for the "back office" tasks - the parts that I have done are quite abstract at the moment and not looking very game-ish.
And I'm still struggling with a good shop image. I'd like to paint that instead of modelling it, but my painting skills aren't very good, and I'm worried it will clash with the rendered graphics for the items and customers. I'm no good at painting at the computer, so I'd do it on paper - I can add a lot more details this way, but there is a technology clash when tranferring and using such for a game. I must see what to do about it.
I'm quite sure there must be even more games of this sort, the idea isn't new at all. My motivation for this project is a mix, to make use of the assets that I once made for a bigger rpg project, then I like to create graphics for items usable for rpgs and lately there are times when I'm just bored and this is a sort of toy to make use of that time.
Quests will work in reverse here, at times a captain, headman or the like will come to the shop and ask for equipment for a group of soldiers, adventurers or maybe even robbers. You as shopkeeper will have to buy or order items for e.g. 5 complete sets, armor, weapons and maybe things like rations. Payment will be good if you can complete the sets, but there might be a penalty if you fail (e.g. a refund for the customer who can't start the job now duie to missing equipment).
Yesterday I've imported a lot of graphics for flasks and flacons, which some day will become magic potions. I don't like this sort of work, 48 times the same routine, import the image, configure image meta data, add the item data ... luckily this shouldn't happen too often. Worst so far were the gems and the potions, which each came in so many variants.
Sorry for the long delay in answering. First I was away for a week, then quite busy with other things.
Thanks, AnthonyMyers and Cemkalyoncu, for the offers to contribute, in a while more items and graphics surely will be very welcome. But first I should get more of the coding done ... currently I'm trying to make a new shop background, with a better storyboard with boxes for small, medium and large items. And I need to decorate the shop a bit.
@Raymond Eternal:
A good name is helpful for any sort of game. I must admit, in this case I haven't really put any thought into a name yet, but I'm sure that sooner or later I can come up with something. And if I can't I can always ask for help on a forum.
I'd like the player to be the shop owner, so the AI boss probalbly won't be needed. Item storage is there, and it will be part of shop upgrades to get more storage space. There are two types of storage, places fopr items in the shop to advertise them for sale, and a storage in the back of the shop, where everything else is kept.
The idea to move to a new (bigger?) town is good, that will help to have some variety in the game, with different customers and different requests foritems in the different areas. But I'll start with one shop, and try to get the code and graphics for that. But I'll keep the idea in mind, that the game code needs to be able top handle different shop frontends.
A bestiary is a nice idea. There was the idea of a museum for items, too, so maybe the shopkeeper at some point could try to buy trophies from adventurers to show them in the museum, too. Writing a book about the beasts with help from the adventurers is a nice idea on top of that, must see how to integrate it with the rest.
Thanks for all the feedback and ideas! Since this seems to be a smaller project, compared the the full blown RPG that I had in mind originally, there should be a chance that I can make it work.
Blender is a tool that I just can't get used to. Still I manged to render two models from OGA so that they can be used as customer. CDmir's monk and the brigand from Anthony Myers.
I'm unsure if I should work on a better shop background now or wait till I have more code written and a better idea of all the possible interactions with the shop.
In other discussions people said, the licenses are options - the user only needs to fulfill one of the offered options, not all. That's why I offer all the licenses which I'll accept my art to be used with.
CC0 I'll not accept.
If I'm wrong with the idea that the licenses are "I offer all, you can pick one that suits your project", I'll have to change all my entries here to CC-By I guess ... but before I do that and edit all the entries, I want to be sure (e.g. get word from a mod) that my idea is wrong indeed.
If you feel unsure, you can always claim you got the piece from here:
http://antarasol.deviantart.com/art/Crystal-Game-Pieces-616736698
DA offers only one license choice for works, and so I chose CC-By 3.0
Really I won't go after you if you actually use it, regardless of the license, as long as you give credit. I make this stuff to be used in games - I just want a mention in return.
And I wonder why this discussion starts now, since I have several dozen of works uploaded with all licenses offered except CC0 which I'll not accept. And also, why the site offers to select many licenses if it's so useless as you say. I'm quite certain that my idea that you need to fulfill only one of them, is correct.
The licenses are options. You don't need to comply to all - just pick one that fits your project and it will be fine. So if your project is GPL, your option is GPL. Otherwise you pick CC-By or CC-By-SA.
I don't think removing license options will simplify things.
Thanks for the pointer! I read a bit about the game on Wikipedia and it gave some helpful insight how such a game can work :)
I didn't made much progress with this project though, I made some item artwork, but didn't do any programming or game design work. And I'm a bit uncertain about the UI design, the parts for the "back office" tasks - the parts that I have done are quite abstract at the moment and not looking very game-ish.
And I'm still struggling with a good shop image. I'd like to paint that instead of modelling it, but my painting skills aren't very good, and I'm worried it will clash with the rendered graphics for the items and customers. I'm no good at painting at the computer, so I'd do it on paper - I can add a lot more details this way, but there is a technology clash when tranferring and using such for a game. I must see what to do about it.
Thanks for the fave :)
Thank you :)
Ohh, that rock is hurt! What happened to it?
You know, never kick a rock, it needs 3000 years to get used to the new place.
Very nice :) Thanks for the link!
I'm quite sure there must be even more games of this sort, the idea isn't new at all. My motivation for this project is a mix, to make use of the assets that I once made for a bigger rpg project, then I like to create graphics for items usable for rpgs and lately there are times when I'm just bored and this is a sort of toy to make use of that time.
Quests will work in reverse here, at times a captain, headman or the like will come to the shop and ask for equipment for a group of soldiers, adventurers or maybe even robbers. You as shopkeeper will have to buy or order items for e.g. 5 complete sets, armor, weapons and maybe things like rations. Payment will be good if you can complete the sets, but there might be a penalty if you fail (e.g. a refund for the customer who can't start the job now duie to missing equipment).
Yesterday I've imported a lot of graphics for flasks and flacons, which some day will become magic potions. I don't like this sort of work, 48 times the same routine, import the image, configure image meta data, add the item data ... luckily this shouldn't happen too often. Worst so far were the gems and the potions, which each came in so many variants.
A shopkeeper surely needs some business partners.
Blacksmith:
Tailor:
Cook:
Alchimist:
Magician:
Priest:
Rogue:
More ideas for business partners that a shopkeeper might want or need?
Sorry for the long delay in answering. First I was away for a week, then quite busy with other things.
Thanks, AnthonyMyers and Cemkalyoncu, for the offers to contribute, in a while more items and graphics surely will be very welcome. But first I should get more of the coding done ... currently I'm trying to make a new shop background, with a better storyboard with boxes for small, medium and large items. And I need to decorate the shop a bit.
@Raymond Eternal:
A good name is helpful for any sort of game. I must admit, in this case I haven't really put any thought into a name yet, but I'm sure that sooner or later I can come up with something. And if I can't I can always ask for help on a forum.
I'd like the player to be the shop owner, so the AI boss probalbly won't be needed. Item storage is there, and it will be part of shop upgrades to get more storage space. There are two types of storage, places fopr items in the shop to advertise them for sale, and a storage in the back of the shop, where everything else is kept.
The idea to move to a new (bigger?) town is good, that will help to have some variety in the game, with different customers and different requests foritems in the different areas. But I'll start with one shop, and try to get the code and graphics for that. But I'll keep the idea in mind, that the game code needs to be able top handle different shop frontends.
A bestiary is a nice idea. There was the idea of a museum for items, too, so maybe the shopkeeper at some point could try to buy trophies from adventurers to show them in the museum, too. Writing a book about the beasts with help from the adventurers is a nice idea on top of that, must see how to integrate it with the rest.
Thanks for all the feedback and ideas! Since this seems to be a smaller project, compared the the full blown RPG that I had in mind originally, there should be a chance that I can make it work.
Blender is a tool that I just can't get used to. Still I manged to render two models from OGA so that they can be used as customer. CDmir's monk and the brigand from Anthony Myers.
I'm unsure if I should work on a better shop background now or wait till I have more code written and a better idea of all the possible interactions with the shop.
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