Game Development

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cross-posted from: https://lemmy.world/post/28810732

There are accusations that a necessary part of the the Homebrew Channel uses code stolen from Nintendo. It uses libogc, which is the C Library for Wii and Gamecube homebrew. The allegations say libogc uses either code from the Nintendo SDK, or code decompiled from games using it. However, some people are claiming this isn't true. However as of right now this message remains on The Homebrew Channel's GitHub page:

This repository is archived and will not accept any further contributions.

Like most Wii homebrew software, this software depends on libogc. After development of The Homebrew Channel had already started, we discovered that large portions of libogc were stolen directly from the Nintendo SDK or games using the Nintendo SDK (decompiled and cleaned up). We thought that at least significant parts of libogc, such as its threading implementation, were original, and reluctantly continued to use the project while distancing ourselves from it.

It has recently been revealed that the threading/OS implementation in libogc is, in fact, stolen from RTEMS. The authors of libogc didn't just steal proprietary Nintendo code, but also saw it fit to steal an open source RTOS and remove all attribution and copyright information. This goes far beyond ignorance about the copyright implications of reverse engineering Nintendo binaries, and goes straight into outright deliberate, malicious code theft and copyright infringement.

The current developers of libogc are not interested in tracking this issue, finding a solution, nor informing the community of the problematic copyright status of the project. When we filed an issue about it, they immediately closed it, replied with verbal abuse, and then completely deleted it from public view.

For this reason, we consider it impossible to legally and legitimately compile this software at this point, and cannot encourage any further development.

The Wii homebrew community was all built on top of a pile of lies and copyright infringement, and it's all thanks to shagkur (who did the stealing) and the rest of the team (who enabled it and did nothing when it was discovered). Together, the developers deceived everyone into believing their work was original.

Please demand that the leaders and major contributors to console or other proprietary device SDKs and toolkits that you use and work with do things legally, and do not tolerate this kind of behavior.

If you wish to check for yourself, for example, you can compare this function in libogc to this function in a really old version of RTEMS. While the code has been simplified and many identifiers renamed, it is clear that the libogc version is a direct descendant of the RTEMS version. It is not possible for two code implementations to end up this similar purely by chance.

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Hey everyone!

Excuse me for the slightly clickbaity title (is it, though?). I need all the advice I can get here.

About six months ago, I ignored all the common advice and started working on the Dream Game™ as my first commercial release. I expect it to be ready in about four years.

Since I had no real marketing experience, I've been learning by listening to GDC talks and Chris Z's videos whenever I have "dumb chores" time or similar. More and more, I see proof of the great advantages of making small games: building on past releases, proving your ability to ship, and confronting yourself with the market as early as possible.

Obviously, that clashes pretty hard with a four-year first project. So I thought, and thought, and thought — and a few days ago, something clicked.

What if I were to release features of my game as standalone "mini"-games?

I'm working on a 4X grand strategy game, which is basically at least four games smashed into one. So if I'm working on the trading system, why not take a short detour and make a trading game in, say, 3 to 9 months, and release it for 10 bucks? Then do the same later for colony building, exploration, war...

I could even make a franchise out of it. The full game is called Uncharted Sectors, so the smaller ones could be titled Uncharted Sectors: [Trading Game Name], Uncharted Sectors: [Colony Management Game Name], and so on. It would build up the IP and help with brand recognition.

On the plus side:

  • I prove to the world (and myself) that I'm actually releasing games, not vaporware,

  • I continue working on the systems of my dream game most of the time: code can be reused and improved based on player feedback,

  • Bugfixing the mini-games will probably help squash bugs in the main game, at least for the core shared code,

  • I gain actual release experience, which will benefit the dream game,

  • Players who bought the mini-games are likely future buyers of the full game thanks to the shared IP/brand,

  • Hopefully, it generates a bit of revenue to help fund the dream game,

  • And if I'm making terrible products, it's better to find out after 9 months than after dedicating 4 years of my life to it.

On the minus side:

  • Total dev time will increase,

  • I might get sidetracked,

  • My current following might hate the idea,

  • If one of the mini-games is bad, it could damage my reputation and deter people from checking out the full game.

As you can see, the downside seems pretty small compared to the upside. So either it’s a very good idea... or I’m missing something big. That's why I'm here: please poke holes in this plan and find more reasons why it might be a bad idea!

Also, on a more general note: do you know of any games that have done something like this? What do you think of the idea? I'd love to hear anything relevant to the topic.

And of course the idea is free: feel free to copy it if you think it’s interesting. :)

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Chris' release videos are always more of a highlight reel, here's the full release notes.

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I've been working on this game on and off for the past 5 or so years and I'm finally getting to the point that I feel I can release a demo soon. I'm almost there.

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It's a sort of crafting dungeon crawling merchant game. Inspired by games like Vintage Story and Moonlighter.

The loop is simple:

  • Collect resources
  • Craft tools to collect more resources
  • Craft gear (weapons/armor/machines)
  • Use gear to adventure in procedural dungeons
  • Set up shop and sell items you craft or loot for gold
  • Use gold to hire workers to automate crafting or purchase items directly
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Pretty cool theme for a game jam (though I might be slightly biased 😉).

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Why do so many games rely on client-side anti cheat and stuff like kernel level anti-cheat?

Anti Commercial-AI license

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it would mean the world to me if you take the time to play and rate the demo: https://store.steampowered.com/app/3631880/Legend_Of_Hiraq_Demo/

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How "watery" is this water to you? Enough or do you expect something more from "abstract map-tier water"?

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Animated words and sound design can engage players in a different way than voice acting.

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I've recently discovered this project, which assuming it works as advertised (which I think wasn't really tested yet, since it seems to be a pretty new repo) sounds like a pretty good library to add into your toolbox.

For those that do not know, LINQ is basically a query language over collections in C#, that allows you (from the top of my head) to do stuff like

someList.Where(x => x.value < 10).OrderBy(x => x.priority).Select(x => x.name)

which would give you a IEnumerable list with names of elements where value is smaller than 10, ordered by priority.

However, using LINQ in performance critical code, such as per-frame Updates, is not really a good idea because it unfortunately does generate a lot of garbage (allocations for GC to collect). Having a version that doesn't allocate anything sounds awesome, assuming you are a fan of LINQ.

What are your thoughts? For me, it sounds like something really useful. While it's not really that difficult to avoid LINQ, I'm a fan of the simplicity and descriptive nature of the syntax, and not having to avoid it would be great. It does seem there are quite a few issues starting to pop up, but it's definitely a project that could be worth it to follow.

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