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Colobot 2
Colobot 2




  1. #Colobot 2 how to#
  2. #Colobot 2 full#
  3. #Colobot 2 mods#
  4. #Colobot 2 license#

If you make something cool, we might merge parts of it back into Gold thanks to the magic of open source

#Colobot 2 license#

(These are just the most important things I remember, you should read more about the GPLv3 license if you are seriously thinking about it)

#Colobot 2 how to#

If you want to use the original code, you are free to do so, just keep in mind the requirements of GPLv3 license - you always need to provide the source code along with instructions how to compile it and credit the original authors. Like Simbax mentioned, you definetly can't use the name Colobot. Sorry for any mistakes, I'm writing from my phone. that's all I can think of right now, but there is more.

colobot 2

Maybe CBOT, but I don't know if it's possible right now to make CBOT a standalone library for use without the Colobot engine, maybe in the future I'd suggest to just use LUA or Python or whatever scripting, easy to embed in your engine language. will there be a programming language in your game? Creating one is another story, needs some non-trivial knowledge. You must know what you want to do and how much time you have to spare, or you might some years later wake up with half an engine finished and already forgot 90℅ of what you wanted to make. The former needs a lot of skill, time, and technical knowledge, the latter is rather about scripting levels, game mechanics, AI etc. Remember that there is a huge difference between creating a game engine and an actual game. creating a decent game engine is probably not worth it, unless you are not in hurry or you really need some odd feature, which is not available in one of the existing engines. Some writing skills would be good to have too and many other "little" things. If you can't make music, you are left with Creative Commons tracks or buying a license from someone. Programming is only one part, every game developer needs also at least one graphics designer or ability to do it by himself. games are the most complicated type of art that ever existed.

#Colobot 2 full#

A full completed game like that would take months if not years to make. it WILL take a long time, especially if you are working alone and are unexperienced. I don't know what you don't know, but there are some things one need to keep in mind during creating a video game: It uses its own engine, with a lot of useful 3rd party open libraries like Boost or SDL2.Ĥ. Yes, Colobot: Gold Edition is written in C++ (although it is still written in painful C-like code in many places). Edit: I think I didn't fully understand you, you want to edit the Colobot game, not create a whole new project? If so then well, you just need to read some READMEs in the repository in order to configure your development environment and you are good to go, at least when it comes to coding.ģ. Otherwise, just choose an engine that you think will let you get the job done (wonder what you want in your game and then choose an engine with features you need). If you want your own engine, then C++ is basically the only choice. If it will be a good project I don't see a reason why wouldn't we advertise it on ICC.Ģ.

colobot 2

That means that it would be illegal even for individual members of the Team to use the name "Colobot" for their own projects, so you should be ok as long as you call it differently. But, the ability to use the name "Colobot" was given to TerranovaTeam and only TerranovaTeam as a whole.

colobot 2

The source code is open, so anyone can use or modify it as long as one's modified code is public.

colobot 2

Is the game even written in what I think it is (C++)?ġ. Is it legal, at least if I make it part of ICC? (Don't bother answering the next questions if not)Ģ.

#Colobot 2 mods#

I do have experience with game designing I made another almost from scratch quite a while ago, and have been updating it for over a year, but it is coded in Lua, and structured very differently from COLOBOT. I only have mediocre experience with C++ (used it only a few times when I was designing mods for a game that used Unreal Engine 1), but I can probably learn it as I go, as I did with Lua.ġ. than things like visual improvements, modifications of original scenarios/graphics and new scenario types. Not that COLOBOT: Gold Edition isn't good enough (it will probably always be better than my version anyway), but I would like to try to design a version myself that will be a different experience than Gold Edition. My version would be more oriented around procedural generation, new robot/building/alien/item types, etc. I am thinking of starting my own, solo, COLOBOT project.






Colobot 2