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Great job! This is amazing progress!

Maybe to save some work, instead of texturing you could go with a flat style, with only basic colors, kinda like Krunker IO does it, or maybe something like this, using only gradients:

That would still be an appealing look, while keeping the volume of work at check.

Btw, I didn't see your project uploaded to the jam. If you want people to contribute, it could be a good idea to make it available for download, even if it is in its early stages. Just be mindful of the license requirements for this jam:


Games, applications and anything regarding coding or programming must be licensed under the MIT license (https://opensource.org/licenses/MIT) or the GNU General Public license (https://opensource.org/licenses/gpl-license), the latter being strongly recommended. - Art assets and such (drawings, textures, 3D models, animations, music, sounds...) must be licensed under CC BY-SA 4.0 (https://creativecommons.org/licenses/by-sa/4.0/)

Keep us updated on how it's going for you!

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Thanks! 

I'll probably use the flat-style texturing for the items because I really don't like texturing them, everything else is nice because they're nice shapes but when it comes to the items they have a bit more complexity.  The art-style right now is "Quake-Roblox-Minecraft" and I'm not sure what I exactly want it to look like but I knew for sure that I wanted things to be bright and to stand out with clarity, gameplay first.

After I get (most) of the weapons done, I will refine some of the movement mechanics and then start working on map elements. I will probably get it on the jam in a few days or I might wait until I get the first map made (right now only the dev-room works). I still need to look into what the licensing does and what I need to do for it.

I was planning on semi-annual or annual progress reports or just to continue streaming me working on it on my Kick, because it is really fun and gratifying: https://kick.com/seachrome




Cool! That's a good plan! 

I wouldn't worry too much on the art style right now, you can always tweak it later.

And about the license requirements, read into them carefully. But basically, the requirements for this jam is for your project to be completely open source and free to modify and distribute. Any modifications made to your project by another developer must also follow the same requirement: open source and free to modify and distribute.

I'm bringing attention to that, because not everyone wants to put out their projects like that, as free software. If that's not your intention, then this jam might not be for you.

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Yes, I am aware that the project has to be open sourced. When I upload whatever updates I want to the game it will be the "official" build and people can make other versions of it if they want or play old ones. I'm adding extra comments if people want to look through the scripts and want to know how it's setup, or to correct it if it's jank and there's a better way of writing it.

I assume I copy the contents of the license I want and paste it into my gamefiles? It seems kind of weird because I would have expected it to have extra steps. I'm already trying to make sure my game doesn't have any left-over copyrighted content. For example, if a song is royalty-free and I credit it, I should be fine right? Stuff like the fonts are not mine. I don't think it will be a huge problem since most of my assets are my own.

Yes, that's usually how it's done. You just have to make sure the licenses of the assets you are using are compatible. Some license, although royalty free, are not compatible with open source licenses (for example, a song might be royalty free to use on a project, but you aren't allowed to redistribute the song, only use it embedded in your project. So, you have to check for that).

Most of the time, you can check if licenses are compatible by googling that info.

(+1)

Okay, got it. I'll make sure I get that settled before I upload the files.