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Re: Direction of Linux games...



Jan Ekholm <chakie@infa.abo.fi> writes:

> Well. I may be part wrong, but I think very few artists want to work for
> free for a game they won't get any credits for. It's one thing to render a
> logo and maybe a few simple scenes, but it's a totally differetn task to
> create all the gfx for a fullblown game that relies on a lot of gfx.

Yes, but if you have a look at the windows world, there are lots of
people out there, which create mods for Doom, HalfLife or other
games. And creating a mod is not really something different than
creating the gfx or levels for a OpenSource game.

I think the main problem is to prove that the game is worth the
contribution, if you start with a superior idea, but its hard to get
into your game and your self-painted gfx suck badly, than it may be
hard to get somebody interested in your game. But if you somehow prove
that your game is worth the effort to contribute some work, than you
may get some contributions.

> Another point is that graphics are still quite platform-independent, so
> nothing stops all those artists from working with a tool they know well
> and just exporting them to the other part of the team who the incorporate
> the creations into the actual game. 

Yes, but if the people don't use Linux at all, there is only a little
change that they know about the games which are under development.

-- 
                                                 http://pingus.seul.org | 
Ingo Ruhnke <grumbel@gmx.de>             http://home.pages.de/~grumbel/ |
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