Commercial Game Using Zandronum

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samsaraplayer
 
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RE: Commercial Game Using Zandronum

#21

Post by samsaraplayer » Tue Jun 23, 2015 1:44 am

titan314 wrote: 1. I understand that some people don't like retro style graphics. (I have learned by living with my brother)
2. They are not mods. It is like having a demo and a full version of a game.

If you won't buy/download it. I'm OK with that, but I am still going to make it just for the fun of it. The big problem with the gaming industry is that companies worry too much on what will sell, and not enough on making a game to remember.
You are selling the wad, the engine is free, the same is with Doom 2, the engine is open-source but the wads are not free. (You will probably do this, personal view)
If you are making this for fun, then why will you sell it? Where will you sell it? .
There are devolpers like locomalito that make games for free, retro and variated, he did 8bit killer with original content for fun.

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Ænima
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RE: Commercial Game Using Zandronum

#22

Post by Ænima » Tue Jun 23, 2015 1:47 am

Profit should be an afterthought. Just make something fun and unique and then when you're done, decide if it's something you can reasonably ask money for.
Last edited by Ænima on Tue Jun 23, 2015 1:49 am, edited 1 time in total.
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RE: Commercial Game Using Zandronum

#23

Post by ibm5155 » Tue Jun 23, 2015 2:33 am

It would be better to add an ad system heh, but that then zandronum would require to be adapted for it.
But still, people pay money for shitty games, and I actually would pay for really good iwads (couf total chaos reference here)
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samsaraplayer
 
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RE: Commercial Game Using Zandronum

#24

Post by samsaraplayer » Tue Jun 23, 2015 3:18 am

ibm5155 wrote: It would be better to add an ad system heh, but that then zandronum would require to be adapted for it.
But still, people pay money for shitty games, and I actually would pay for really good iwads (couf total chaos reference here)
I think that Zandronum should stay free with freedoom and megagame as IWAD and only pay for doom 2 or the base iwads. Because the community will be divided by wads that are sold, there are very good wads and the author should receive money from donations for their hard work and their way of giving something to the community for free.

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RE: Commercial Game Using Zandronum

#25

Post by Blzut3 » Tue Jun 23, 2015 6:30 am

To use Zandronum commercially you must:
  • Remove the software renderer, or at least the build code from it but that's considerably harder.
  • Remove the OPL stuff since the MIDI->OPL conversion is not GPL compatible
  • Replace the sound engine since even with a paid FMOD Ex license, it's not technically possible to use it with GPL software. You can avoid paying by upgrading to FMOD Studio and using the free license but ditto to the part about it being GPL incompatible.
Now realistically speaking if you do the first two points I highly doubt anyone is going to care. It is not a violation of Firelight's license to use with GPL software, just a violation of the GPL. Then it's a question of if Zenimax or Activision will care that you're technically violating the GPL with a trivial matter of linking to a GPL incompatible library. Honestly I doubt they'll even notice.

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RE: Commercial Game Using Zandronum

#26

Post by ibm5155 » Tue Jun 23, 2015 1:22 pm

samsaraplayer wrote:
ibm5155 wrote: It would be better to add an ad system heh, but that then zandronum would require to be adapted for it.
But still, people pay money for shitty games, and I actually would pay for really good iwads (couf total chaos reference here)
I think that Zandronum should stay free with freedoom and megagame as IWAD and only pay for doom 2 or the base iwads. Because the community will be divided by wads that are sold, there are very good wads and the author should receive money from donations for their hard work and their way of giving something to the community for free.
I actually use freedoom as my main multiplayer iwad, it does nothing at the end, since many wads will just use recolored doom 2 monsters and guns...

I don't think the community will be divided, it could be a game not for the community but for the rest of the world...

about fmod, it could be replaced by openal, idk if zandronum 3.0 will use openal or fmod, but, if they go to the openal side, you have one less problem :D

EDIT: about the opl3, if it's really required, I think it could use some old mame code (there was a gpl opl3 into an old version, but the newer are not gpl anymore) since zandronum uses mame code, I wouldn't see a problem (or just record the musics in opl3 to mp3 or ogg and the problem is solved)
Last edited by ibm5155 on Tue Jun 23, 2015 1:26 pm, edited 1 time in total.
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RE: Commercial Game Using Zandronum

#27

Post by Cruduxy » Tue Jun 23, 2015 1:37 pm

samsaraplayer wrote:
Laggy Blazko wrote: I disagree. People still like retro graphics these days. And Zandronum is a nice engine.
But people don't like to pay mods, did you forgot what happened when steam tried to sell mods? Making a true game is very hard, is not one man work and is not simple, people like retro graphics but they don't want doom, they want 8 bit sprites with a ton of content that a NES or SNES can't handle.
People got angry become skyrim has had free mods forever now. If you followed their news you'd know they still consider paid mods and a lot of mod makers supported them. They'll just introduce them from the start instead of after 4+ years of free mods.
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samsaraplayer
 
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RE: Commercial Game Using Zandronum

#28

Post by samsaraplayer » Tue Jun 23, 2015 8:26 pm

Cruduxy wrote:
samsaraplayer wrote:
Laggy Blazko wrote: I disagree. People still like retro graphics these days. And Zandronum is a nice engine.
But people don't like to pay mods, did you forgot what happened when steam tried to sell mods? Making a true game is very hard, is not one man work and is not simple, people like retro graphics but they don't want doom, they want 8 bit sprites with a ton of content that a NES or SNES can't handle.
People got angry become skyrim has had free mods forever now. If you followed their news you'd know they still consider paid mods and a lot of mod makers supported them. They'll just introduce them from the start instead of after 4+ years of free mods.
There were more people NOT supporting paid mods that people that support paid mods, there are videos about how it doesn't work and steam had to make them free. Now if he does his own game where is the artist, music composer, programmer, etc? There are kickstarter games that have been funded, with a budget and they still have problems with their games (Retro Game Squad).
Also, if he sell his game, there will be a probability that people will download it from internet, after all is probably going to be a simple wad or pk3.

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RE: Commercial Game Using Zandronum

#29

Post by Ænima » Tue Jun 23, 2015 10:58 pm

... Or "hey dude can you send it to me on Skype so I can join you?".
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samsaraplayer
 
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RE: Commercial Game Using Zandronum

#30

Post by samsaraplayer » Tue Jun 23, 2015 11:39 pm

Ænima wrote: ... Or "hey dude can you send it to me on Skype so I can join you?".
:twisted: :twisted: :twisted: :twisted: This is an example, a good one.
Last edited by samsaraplayer on Tue Jun 23, 2015 11:40 pm, edited 1 time in total.

titan314
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RE: Commercial Game Using Zandronum

#31

Post by titan314 » Wed Jun 24, 2015 2:04 am

Listening to your advice, I will make the game free and have a donate button instead.

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RE: Commercial Game Using Zandronum

#32

Post by samsaraplayer » Wed Jun 24, 2015 2:46 am

titan314 wrote: Listening to your advice, I will make the game free and have a donate button instead.
The best option, I believe it is, with this you can get experience and have money from people that like your work.
Then you could get more experience until you know what you need and then you can make a commercial game.

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RE: Commercial Game Using Zandronum

#33

Post by Empyre » Thu Jun 25, 2015 4:46 am

Maybe you could use the Unreal Engine 4. It is free until you start making money on it, then there is a 5% royalty, and it is a much more modern engine.
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RE: Commercial Game Using Zandronum

#34

Post by titan314 » Thu Jun 25, 2015 11:57 pm

Empyre wrote: Maybe you could use the Unreal Engine 4. It is free until you start making money on it, then there is a 5% royalty, and it is a much more modern engine.
Thank you for the suggestion, but I am wanting to make a sprite based game that has the same feel as Doom, or Hexen, or any other sprite based fps. I am using the Doom engine because it is the closest thing I will get to a game engine like Dooms. But thank you again for the suggestion.

Ps. If I were to make a doom style game in a modern engine, I would probably use Valves Source engine because it has the same Draw your levels with lines thing that Doom has.
Last edited by titan314 on Fri Jun 26, 2015 1:13 am, edited 1 time in total.

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RE: Commercial Game Using Zandronum

#35

Post by Arctangent » Fri Jun 26, 2015 12:23 am

titan314 wrote:I am using the Doom engine because it is the closest thing I will get to a game engine like Dooms.
Well, gee, I wonder why. :v:

It's pretty dang close, I'd say. Probably can't get any closer.
Last edited by Arctangent on Fri Jun 26, 2015 12:24 am, edited 1 time in total.

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RE: Commercial Game Using Zandronum

#36

Post by Simk » Thu Jul 09, 2015 5:47 pm

I believe if you edit the source heavily and remove all code that use alternate licenses while having zandronum permision and crediting properly you shouldn't have any issues. The hard part will be getting the permissions.

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RE: Commercial Game Using Zandronum

#37

Post by Empyre » Thu Jul 09, 2015 7:11 pm

Maybe this would be just the thing for you: http://zandronum.com/forum/showthread.php?tid=6166
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RE: Commercial Game Using Zandronum

#38

Post by titan314 » Tue Jul 14, 2015 8:47 pm

THANK YOU! This is just what I have been needing. The perfect engine for creating an Indie fps.

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