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Xenoforge : An experiment in experimental FPS design

PostPosted: 29 May 2011, 11:32
by captainkitteh
So I have completed a playable demo of my game. I have decided to call it "Xenoforge". Xenoforge is basically a Quake 2 style arcade shooter. It involves fighting aliens that were "ripped off" I mean inspired by Halo Covenant :) Right now I got the Elite and Grunt equivalents done. I have discussed the game earlier in my introduction post here http://forum.freegamedev.net/viewtopic.php?f=20&t=22&p=14096#p14096g. This is what the game looks like now.

http://www.youtube.com/watch?v=jP8SWLA2y2w

Still crappy graphics but in a better color scheme I hope ! I am trying to emulate a LEGO style look actually. So expect graphics to improve better in that direction rather than vain attempts at becoming photorealistic.

Anyway the game can be found in Sourceforge now. Search for Xenoforge. You can get the latest version from it's download page herehttps://sourceforge.net/projects/xenoforge/files/playtesting/.

Please play it and tell me what you think. Your comments on what worked and what did not and/or sucked are invaluable to me. :)

Re: Xenoforge : An experiment in experimental FPS design

PostPosted: 29 May 2011, 15:30
by qubodup
Glad to see you're releasing something. Please do include a license file in your releases (both code and media/artwork) and for the convenience of non-windows users and coders who want to take a look please upload the source code (best using a source code revision system.

Ask away if we can help you getting started with the license and hosting stuff!

One longer text for picking a license is at http://www.gnu.org/licenses/license-rec ... tions.html

Re: Xenoforge : An experiment in experimental FPS design

PostPosted: 29 May 2011, 17:07
by KroArtem
Only for Windows? :'(

Re: Xenoforge : An experiment in experimental FPS design

PostPosted: 02 Jun 2011, 14:03
by captainkitteh
I have uploaded the source !

If anyone wishes to collaborate please let me know.

Re: Xenoforge : An experiment in experimental FPS design

PostPosted: 02 Jun 2011, 15:08
by qubodup

Re: Xenoforge : An experiment in experimental FPS design

PostPosted: 03 Jun 2011, 17:48
by captainkitteh
My bad ! I should have included a link myself.

@qubodup

About the license stuff. I want the game to be freely playable and modifable by any individual for non commercial purposes. What kind of license do you think should best for that ? Being a non lawyer the fine print of various options available confounds me. :think:

Re: Xenoforge : An experiment in experimental FPS design

PostPosted: 03 Jun 2011, 22:38
by qubodup
My recommendation is GPL for code + CC-BY-SA for non-code

Both allow commercial use but are copyleft (any change has to be under the same, free license), thus effectively disabling commercial abuse.

Check out NAEV's way of including license information:

1. Central LICENSE file for code
2. Central src/ file with short license info
3. Reference to central src/ file in other src/ files
4. Extensive license information for sound and gfx media files