Zelda Modern
#61
Posted 14 June 2010 - 12:05 AM
Considering all the present limitations of Zelda Classic (and really game making engines in general), as a designer I can't deny the allure of being able to fix these limitations as would be possible in an open source program. However, as a player, it would be highly frustrating to download someone's own version of Zelda Classic just to play one quest. Unless I misunderstand the concept of open source, this is what I foresee happening. It's bad enough that we have to deal with two incompatible stable versions and rolling updates. Why make it that much worse?
#63
Posted 14 June 2010 - 08:15 AM
As somebody who is not interested in programming, I have to ask: what is the big fuss about making Zelda Classic open source?
Considering all the present limitations of Zelda Classic (and really game making engines in general), as a designer I can't deny the allure of being able to fix these limitations as would be possible in an open source program. However, as a player, it would be highly frustrating to download someone's own version of Zelda Classic just to play one quest. Unless I misunderstand the concept of open source, this is what I foresee happening. It's bad enough that we have to deal with two incompatible stable versions and rolling updates. Why make it that much worse?
That's why open source + .exe compiler would be the awesome.
#64
Posted 14 June 2010 - 09:24 AM
#65
Posted 14 June 2010 - 10:47 AM
#66
Posted 14 June 2010 - 03:41 PM
As somebody who is not interested in programming, I have to ask: what is the big fuss about making Zelda Classic open source?
Considering all the present limitations of Zelda Classic (and really game making engines in general), as a designer I can't deny the allure of being able to fix these limitations as would be possible in an open source program. However, as a player, it would be highly frustrating to download someone's own version of Zelda Classic just to play one quest. Unless I misunderstand the concept of open source, this is what I foresee happening. It's bad enough that we have to deal with two incompatible stable versions and rolling updates. Why make it that much worse?
That's the misconception involved with open-sourcing. With a proper version-control system (i.e. only a few "official" devs hold the keys to "writing" to the official source library), there would be no problems with this. When someone makes their own builds of ZC, they could indeed do what you're saying, but they could also provide a patch file enabling the official devs to merge the source code.
If someone forks the source code (which, I trust the ZC community in that most of our programmers aren't stupid enough to keep the fork an entirely separate deal) then there certainly won't be an issue with merging the fork with the official branch.
Edited by TMS, 14 June 2010 - 03:42 PM.
#67
Posted 15 June 2010 - 02:43 PM
#68
Posted 15 June 2010 - 07:50 PM
#69
Posted 15 June 2010 - 08:32 PM
That's the misconception involved with open-sourcing. With a proper version-control system (i.e. only a few "official" devs hold the keys to "writing" to the official source library), there would be no problems with this. When someone makes their own builds of ZC, they could indeed do what you're saying, but they could also provide a patch file enabling the official devs to merge the source code.
If someone forks the source code (which, I trust the ZC community in that most of our programmers aren't stupid enough to keep the fork an entirely separate deal) then there certainly won't be an issue with merging the fork with the official branch.
EDIT: Actually I have programmed before, but not in the sense that I could do anything for ZC.
#70
Posted 16 June 2010 - 11:51 AM
#71
Posted 16 June 2010 - 12:54 PM
While the ZC source code is closed, AGN does not hold a patent on "Zelda Clones". If we're serious about this new Zelda, there's nothing to stop us setting up an independent team of developers - perhaps in this very thread - and getting started. If it takes off, PureZC could be the official home, possibly with beta forums like AGN has once the project reaches beta stage. If it's open source the code could be hosted for free at sourceforge or somewhere similar. Someone will have to take the first step. Any takers?
It would also probably need a new name, or at least not the exact same name. That will take some brainstorming and picking from a list of possibilities, since "Zelda Classic" is really a product of Phantom Menace, including all upgraded versions of that original engine. And since there would no longer be involvement from Armageddon Games, there would also need to be a new gaming organization (small and not-for-profit, of course), preferably one that only has to do with this new program. Whatever is necessary to make it happen, provided there are the right people willing to do it. Where there is a will, there is a way.
For a name, I wonder if we could get away with "Pure Zelda Classic" or "Pure's Zelda Classic". If not, then certainly other things could be thought of. As for a gaming label, how about "Pure Zelda Classic Productions" or "On the Green Productions" (shameless upsell on the latter)?
#72
Posted 16 June 2010 - 01:01 PM
Zelda Classic as a name involks memories of the 1st Zelda and classic gameplay. The name "Pure Zelda" involks such connections with a PureZC twist.
As for programming, what code would we be using?
#73
Posted 16 June 2010 - 03:54 PM
One matter we'll need to consider is how we'll do password protection with an open source engine. I'd say password-encrypt it, but then you'd need the password to play the game...
I don't think "Pure Zelda" quite conveys the goal of the project. It kinda says "you can only make Zelda games with this..." which isn't at all true.
#74
Posted 16 June 2010 - 04:29 PM
I'd help with the programming, but unfortunately, I've lots to learn about program creation in C++.
#75
Posted 16 June 2010 - 05:53 PM
Something as simple as "Pure" could work.
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