• @pkmkdz
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    11 days ago

    And assets, don’t forget assets. If you use any bought assets from assets stores (Unity / Unreal, heck even textures from textures.com), the licenses don’t allow you to redistribute those in raw form.

    Even if you’re using only things you have copyright to, it’s still not a good idea to license it under same terms as code. Code licenses =/= art licenses

    • @Cyberspark
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      19 days ago

      Usually those are easy to strip out.

      • @pkmkdz
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        19 days ago

        Yeah, but then you’re left with about half of work from game

        • @Cyberspark
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          19 days ago

          That’s usually not the case. Most assets are entirely cosmetic. It’s why when things get messed up you tend to see purple floor, wireframes or checked test planes. As far as coffee is concerned art assets are usually just “what do I make this look like”. As far as physics and interactions goes it’ll do exactly what it was supposed to before. That’s not too say it’s not valuable, but whoever gets the code can by the pack, put in the right asset references in the right places in the code and be exactly where they were before.