[Bf-committers] What is the status of YoFrankie?
Sinan Hassani
sinan.hassani at gmail.com
Wed Feb 13 19:46:39 CET 2013
Hi Tom,
You are correct in that the details on how this would work is not clear
yet. I will discuss the details in my next meeting.
Another important requirement for a game to get accepted is that it must
run at minimum 30 FPS on specific hardware they would use for evaluation.
Sinan
On 13-02-13 01:22 PM, Sinan Hassani wrote:
> No 'exclusivity' with respect to the engine. As soon as a demo is
> release publicly, all code has to be released under GPL back to the
> BGE. Probably as patches for code review, not direct svn commits.
>
> When it comes to the content and assets, part of the deal my include
> creating new python scripts, assets, levels, blend files, etc that
> would have to be exclusive to Intel for about 6 months. That extra
> content would have its own license for redistribution during that
> period. After the period is over, I have to make sure the deal I have
> with Intel would allow the content to be licensed back to the public.
>
> So details still have to be worked out to see if this is possible with
> YoFrankie! license.
>
> We will also take special care to make sure we don't use any logos (no
> Blender logos, YoFrankie! logos, etc). Only attribution in the
> start-up screen will be given.
>
> Sinan
>
> On 13-02-13 12:42 PM, Tom M wrote:
>> Hi,
>>
>> I'd certainly recommend using Yo Frankie. It has proven assets,
>> proven game logic, etc. So the amount of time you need to 'get up to
>> speed' is much less. Mostly just making sure things work well with a
>> touch UI, and perhaps some work to improve quality. You might also
>> want to see if Pablo (who did a lot of the character and asset
>> creation) is available.
>>
>> I'm not sure how you could manage 'exclusivity' though, since the
>> content is CC licensed and the engine is GPLed.
>>
>> Good luck,
>>
>> LetterRip
>>
>>
>
More information about the Bf-committers
mailing list