So I've been thinking for awhile about open sourcing Anguna. I had forgotten about it then until other day when my brother mentioned OSS and Anguna in his blog.
So, anybody out there have thoughts about the idea? I'm debating mostly between:
1. Doing nothing because I'm lazy and don't want to clean up the source and put it somewhere.
2. Pulling the core engine code out and open-sourcing that.
3. Open-sourcing the whole shebang, code, assets (graphics, level maps, etc) and all.
Opening the engine wouldn't practically be all that useful -- realistically, is anybody going to use my mediocre engine instead of some better engine, or instead of doing the fun work of making a new one?
Opening the assets means I need to check with everyone that made assets. Daydream made most of the graphics, so his will be easy to check on. But the music and some of the other graphics already have their own licenses attached, so I might not be able to include everything. Is it worth including some but not all? Is it worth the effort of sorting it all out?
I guess a lot of it depends on conversations with Daydream. Which I should have with him instead of here. Anyway, those are my rambling thoughts. Please chime in if you have advice or opinions.
I started by blogging the process of porting my homebrew game Anguna from the Gameboy Advance to the Nintendo DS. Now, my random thoughts on development and chronicling whatever hobby project catches my fancy.
Thursday, February 26, 2009
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NES Anguna
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