smoth wrote:People are touchy about the art and concepts because it is important for a project to have a visual identity.It is important for spring to not have a bunch of visually samey projects because people WILL assume spring projects are the same because they all look the same.
Mhmm, I've been thinking about that for a while, and while the assumption is solid I'm not sure I agree with the conclusion. I don't think models and their animations/textures are the only or even main things that define an engine (
example). Q3-engine based games are also similar in that.
I feel a lot also comes from gameplay: most people will be able to draw short links between LoL, DoTA 1(Wc3), Dota 2 and HoN even though they are all from different engines and have relatively different models.
Btw, a bit of thinking had me going, and the non-derivative work thing may further complicate things (at least I don't get it) - I'd appreciate Forb explaining what he'd intend to do with this:
1. If I made a mission (plain text file, just mentions evo unit names), would that be considered derivative work and thus illegal? Or would it be illegal only if I included evo:stable as a dependency?
2. Would it be illegal if I made a skirmish RTS game (as a mutator) based on evo and included evo:stable as a dependency?
Both 1. and 2. are technically the same but with different intentions (1. creates a scenario/mission and the 2. creates a skirmish RTS game).
PS: I feel the community is a bit harsh towards people using existing public domain/free(as in liberty) art. It's really hard for non-artists to display their proof-of-concepts without existing art, and if you really want to prevent people from reusing your art then maybe you should have at least kept it under a CC BY-ND like forb did it