All art on OpenGameArt is free to use. But beware of anti-DRM-wavier of CC-type licenses (you might have problems with publishing it on Play Store).
Usually, you can freely pick any licenses you want, but you need to keep track of them (i.e. save license.txt with all files you download) to give credit to the authros if required by the license like CC-BY. Moreover, OpenGameArt requires to link back to the download page for the art (probably in the same license.txt).
Henry Wonderwall, I've considered the question. And I'm afraid, I can't join a commercial project for now (there are few reasons, mainly is due to a crazy taxing policy in Ukraine I live in, so I don't want to dig in the law studying for now). Maybe some other day...
I've contacted him in another thread here, on opengameart, but he said he already has voice actors :) But in case he needs Russian/Ukrainian voice & translation, I'm ready :)
I don't know German well, but I believe I'll be able to preform a good pronounciation (I've been learning German for 8 years by now). So I'll need exact phrases (scenario) in German and some comments on mood, accents.
I can advice one simple thing. You make the game with text and leave voice acting chunk (i.e. like some generic biorgniorgnowrgw, or computer-synthesized voice). As soon as you have the game ready you post the request for free (or cheap) voice acting (here and on freegamedev, etc). If the people like your game, they might get involved, but be ready do do a lot on your part.
I.e. I'd love to voice act for a good & FOSS game, but this game should be getting somewhere nearer to betta, not just a raw idea (I have a raw 200-pages idea of my own :D). And this should be the game I like myself playing & voicing over. See here: http://forum.freegamedev.net/viewtopic.php?f=6&t=6145
P.S.
For a game like this will have nearly 50-60,000 lines of text because its a vast game..
That's gonna take up to 2000 A4s of text. Each A4 of text usually requires ~2 hours of work to record and process. I.e. you need about 5000 man-hours of voice acting plus audio processing, cutting, saving, packaging, etc. = 2 years of hard daily work. You really ask a lot :D
edragonpein, hi!
All art on OpenGameArt is free to use. But beware of anti-DRM-wavier of CC-type licenses (you might have problems with publishing it on Play Store).
Usually, you can freely pick any licenses you want, but you need to keep track of them (i.e. save license.txt with all files you download) to give credit to the authros if required by the license like CC-BY. Moreover, OpenGameArt requires to link back to the download page for the art (probably in the same license.txt).
Henry Wonderwall, I've considered the question. And I'm afraid, I can't join a commercial project for now (there are few reasons, mainly is due to a crazy taxing policy in Ukraine I live in, so I don't want to dig in the law studying for now). Maybe some other day...
"We need more gold"... seems English, not German...?
I've contacted him in another thread here, on opengameart, but he said he already has voice actors :) But in case he needs Russian/Ukrainian voice & translation, I'm ready :)
Cool! I wish you success!
Looks like an interesting FOSS project.
Here's an example of my vocie acting in English: http://opengameart.org/content/voice-acting-sketch-open-dungeons
I don't know German well, but I believe I'll be able to preform a good pronounciation (I've been learning German for 8 years by now). So I'll need exact phrases (scenario) in German and some comments on mood, accents.
Hi, Henry Wonderwall!
As I've written before, I'm interested in a FOSS project. I need some time to consider a commercial closed-source project.
But you speak of voice audio, not typing, right? I calculated the man-hours not considering the time for the script.
The script is explicitly on your part and it's a different topic. I speak of external work you'll require.
Moreover, 60000 of dialogue lines is the scale of Morrowind :) The Morrowind with multi-million budget was not voiced except for a few main cutscenes.
I can advice one simple thing. You make the game with text and leave voice acting chunk (i.e. like some generic biorgniorgnowrgw, or computer-synthesized voice). As soon as you have the game ready you post the request for free (or cheap) voice acting (here and on freegamedev, etc). If the people like your game, they might get involved, but be ready do do a lot on your part.
I.e. I'd love to voice act for a good & FOSS game, but this game should be getting somewhere nearer to betta, not just a raw idea (I have a raw 200-pages idea of my own :D). And this should be the game I like myself playing & voicing over. See here: http://forum.freegamedev.net/viewtopic.php?f=6&t=6145
P.S.
That's gonna take up to 2000 A4s of text. Each A4 of text usually requires ~2 hours of work to record and process. I.e. you need about 5000 man-hours of voice acting plus audio processing, cutting, saving, packaging, etc. = 2 years of hard daily work. You really ask a lot :D
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