this post was submitted on 22 May 2024
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(tldr, open source software has come a long way, and it's more than possible to create a full game without leaving Linux.)

So I've been a full Linux user for a couple years now, and a hobbyist game dev for way longer. I've always tried to make the most out of free tools, so I've used a lot of FOSS tools for game development before.

Going with that philosophy, Year Unknown's development has cost $0 (not counting store fees or my time), and the development is done with almost entirely FOSS software like Godot, Blender, GIMP, and Audacity. The only exception is Reaper, which is my DAW of choice (but to be fair, it's a really good DAW).

The game itself is a narrative-driven exploration game set in the very far future, where humanity has found a way to make the universe last forever. The game's story covers a lot of existential issues that come from the premise, revealed through two characters you can talk to through terminals.

I know there's other developers who have done the same, but I thought I'd share my experience, and I can answer questions about the workflow if you're curious, or trying to do something similar. Also, if the game seems interesting to you, a wishlist would be very appreciated!

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[–] julianh@lemm.ee 17 points 5 months ago (10 children)

I've considered it, although it'd be a situation where it would probably just be the game code without assets (sounds, textures, etc.), since those are under different licenses. Also, it's not really a "living" game like most FOSS games - once it's released it will pretty much be in its final form. So if I make the code public it'll mostly just be for reference.

[–] Haijo7@snac.haijo.eu 13 points 5 months ago (6 children)

i'm procrastinating on a game also made using only free software. i want to release the code without the assets under a free software license (just like doom). but if i do this i can't release the game on consoles unless i don't accept contributions. because of devkit NDAs

CC: @rah@feddit.uk

[–] julianh@lemm.ee 11 points 5 months ago (1 children)

Damn, really? You can't just separate out the console-specific code? I wasn't going to release on console for a few reasons but I'll have to keep that in mind if I ever want to.

[–] Haijo7@snac.haijo.eu 3 points 5 months ago

maybe, actually. i could technically turn the game into a library and put the parts of the engine that handle input and output in a separate application. but i'd have to find a license that allows this. i don't remember the details about linking libraries in the GPL 3, iirc the LGPL has something to do with libraries. but this would also allow others to include the game library into a proprietary application, providing they don't make any changes to the code

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