[Bf-committers] Steam-powered Blender

Jacob Merrill blueprintrandom1 at gmail.com
Tue Aug 13 18:41:22 CEST 2013


(NOTE) the game I purpose will be free,

the mods will be free,

All monies generated will be ad revenue.

This will allow for a high user saturation, and hence, a high ad revenue.

This game will also help to teach -Logic -Physics -"Current Bleeding Edge
tech"

Almost on topic...
Jacob Merrill




On Tue, Aug 13, 2013 at 9:22 AM, Jacob Merrill
<blueprintrandom1 at gmail.com>wrote:

> I have been developing a "Open Source Blender Game Engine Project"
> titled "Project Wrectified"
>
> One thing I have been uncertain of all along is how to get ad revenue into
> the BGE devs hands.
>
> The going to be a 3rd person RTS/puzzler that uses component based
> enemies, puzzles, vehicles and more,
> LOD and Architectural modularity are also key features.
>
> at the very heart of the concept was the ability of the users to
> contribute components, and the ad revenue from the splash / loadng screens
> going to fund a full time dev team for the BGE.
>
> We are in pre-alpha @ the moment (just some tests)
> but could use all the help we could get,
>
> forum links
>
> http://www.blenderartists.org/forum/showthread.php?284456-Blender-Open-Game-Development-Project-Wrecktified&p=2444389#post2444389
>
> video
> http://www.youtube.com/watch?v=S9h-wc_ajXU
> http://www.youtube.com/watch?v=s57ipxhXBS4
>
>
>
> On Tue, Aug 13, 2013 at 7:45 AM, Jan-Peter Ewert <
> janpeter at valvesoftware.com> wrote:
>
>> Hi all,
>>
>> There have been some really good points brought up here.
>>
>> The suggestion to ship at least some existing plugins that lend
>> themselves very well to modding sounds like a very sensible one. SMD/DMX
>> plugin seems like an obvious plugin to bundle with a version of Blender. If
>> anybody else wants to suggest other plugins that are useful for modding and
>> should be shipped in this bundle, I'm all ears.
>>
>> The topic Ton brought up - how to do a license-compatible way to send
>> models generated by Blender to another program - is something that I will
>> need guidance on from the experts here.
>>
>> I have looked at the license that ships with Blender, which is GPL V2.
>> What we want is essentially provide the possibility to send API calls to
>> our online service that make it possible to send data out of Blender
>> (models, textures, animations,...?) there. As I said, the main call I have
>> in mind is about Steam Workshop.
>>
>> My understanding of GPL V2 is that this would in any case not be a
>> problem if we did just a WebAPI call where you send the data via a clearly
>> documented httprequests. At the moment, what the games on Steam that
>> integrate with Steam Workshop do is they send the models to a compiled C
>> program and that sends the data to our server.
>>
>> My understanding of the GPL V2 is that this is still ok since we are not
>> making function calls that will hide functionality - we are only sending
>> off data, the same way that we would if we exported a file locally and then
>> uploaded the data manually via the Steam Workshop website, except we are
>> doing this in one mouse click.
>>
>> Is this a fair assumption?
>>
>> If not, what would be the license-compatible way to export models from
>> Blender to a different program?
>>
>> Best, Jan
>>
>>
>>
>> -----Original Message-----
>> From: bf-committers-bounces at blender.org [mailto:
>> bf-committers-bounces at blender.org] On Behalf Of Ton Roosendaal
>> Sent: Tuesday, August 13, 2013 3:21 PM
>> To: bf-blender developers
>> Subject: Re: [Bf-committers] Steam-powered Blender
>>
>> Hi all,
>>
>> To put this in perspective - I've been in contact with JP and others from
>> Valve (they added a donation system, to mark a percentage of sales going to
>> Blender Foundation).
>>
>> Valve was very interested to find other ways to support Blender, and I
>> suggested them to more activily involve users of their platform in a
>> stakeholder role. That could be by adding forums there, maintaining todo or
>> issue lists, inviting people to contribute to Blender (C or with add-ons).
>>
>> Game modding is a popular 3d activity online, and Blender for sure has a
>> big following there. Their requirements probably won't differ much from
>> game artists in studios either - it's all about getting the tools well
>> defined and functional, and ensure I/O is as smooth as possible.
>>
>> JP's suggestion for platform integration I cannot judge really... nor how
>> much it would be a priority or how it can be delivered license-compitable.
>> I'll leave that to the experts here.
>>
>> -Ton-
>>
>> --------------------------------------------------------
>> Ton Roosendaal  -  ton at blender.org   -   www.blender.org
>> Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A
>>  -  1018AD Amsterdam  -  The Netherlands
>>
>>
>>
>> On 13 Aug, 2013, at 10:25, Jan-Peter Ewert wrote:
>>
>> > Hi everyone,
>> > I work for Valve (http://www.valvesoftware.com/company/). We would
>> like to make our digital distribution platform Steam (
>> www.steampowered.com<http://www.steampowered.com>) one of the places
>> where you can download Blender. The long-term goal would be to make it
>> easier for people to build their own mods for PC games with Blender and
>> share these mods with other gamers.
>> > So I was wondering if there are any Blender users on this list who are
>> interested in PC games and could see themselves working on an integration
>> between Blender and PC games that offer official modding support such as
>> DOTA 2.
>> >
>> > Long story:
>> > Valve is a company that is built on modding. The original Half-Life was
>> built on a modified version of the Quake engine. All our major games since
>> then started out as mods which we found cool, hired the people who built
>> them and released them as major game titles. This is true for
>> Counter-Strike, the original Team Fortress, Day of Defeat and DOTA 2
>> (Portal was not technically a mod but a student project - but you see the
>> pattern).
>> > Similarly, one of the most successful features of our Steam platform is
>> the Steam Workshop (http://steamcommunity.com/workshop/), which is an
>> interface for users to share, discover and install mods for their games.
>> Essentially, you can publish your mod there and other gamers can bring your
>> mod into their games with a single mouse click.
>> > This is something that we think would be a cool feature for Blender to
>> tap into.  Like modeling a sword in Blender, pushing a button and having it
>> available to all users of Skyrim. But we bet there are more creative ideas
>> out there than this one.
>> > What we are currently looking at is offering a completely vanilla
>> version of Blender as a free download on Steam that is completely the same
>> as that offered on other websites. We'd hope that this will get enough of
>> our users exposed to and interested in Blender so they will be inclined to
>> work on Blender plugins that would talk to Steam's backend services such as
>> Workshop.
>> > If you think you might be interested in being part of that, we'd be
>> happy to hear from you!
>> > Best,
>> > Jan-Peter
>> > _______________________________________________
>> > Bf-committers mailing list
>> > Bf-committers at blender.org
>> > http://lists.blender.org/mailman/listinfo/bf-committers
>>
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