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[–] 55 points 1 year ago (3 children)

This is uncharted territory and we are essentially running an experiment. For this reason we’re not licensing or open sourcing the game’s assets - the art, music, and IP will still be protected for the time being. But all of the code that makes the game run will be made public. We have not chosen the exact license under which we will be open sourcing the game’s code, but it will be one of the OSI’s approved open source licenses.

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  • [–] 7 points 1 year ago* (1 child)

    I mean, Id did this for years with Quake engines as well, so we kind of know how this works out. The assets tend to be the really difficult part for open source community to replicate. Still cool that they're doing it though.

    Incidentally, this is where AI tools could really help open source community to make it easier to create nice looking open assets for the game engines like this.

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  • [–] 3 points 1 year ago (1 child)

    I don't expect ai/LLM tools to make it easier to create nice looking art, but they should make it easier for anyone to create their own placeholder graphics that at least would allow them to run the game on their own.

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  • [–] 5 points 1 year ago (2 children)

    So am I understanding this correctly that means no private servers, just convenient ways to create your own client?

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  • [+] 5 points 1 year ago* (last edited 1 year ago) (1 child)
  • [–] 4 points 1 year ago

    That makes sense. I didn’t really understand to be honest. Coming from old school mmos everything is locked down from my knowledge. I do agree that opening it up for all to see will just make it easier to exploit, but maybe good people will help find exploits faster and speed patching among?

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