Re: Suggestion for a new game
On Tue, Jun 14, 2011 at 3:18 AM, Jesse Smith wrote:
> I'm pretty "live and let live" with the artwork
Ok. If you have a lot of artwork or models etc, please consider
splitting them up into separate source packages. For an example of
such splitting done in Debian for one particular game, take a look
Watch out for duplicate files, you can save a lot of space by running
fdupes over your artwork repository.
Please note DFSG item 2 when dealing with the artwork. It is quite
rare for the game development community to think about it
significantly. Some guidelines:
Don't put generated files in your version control repository. If they
take a long time to render it might be appropriate to add them to the
release tarballs though. Make sure everything can be rendered/built
with DFSG-free tools and that one of the make targets
clean/distclean/maintainer-clean removes any generated files, so that
Debian can ensure that the building/rendering still works.
Render text at build time or preferably at runtime (enables i18n). Use
the system fonts. If you choose a specific font then use fontconfig to
find it rather than bundling it with your project. If you create your
own special font, please distribute it in source form (for example
FontForge text format) and ensure that it can be built using free
tools. When you enable i18n your chosen font probably won't have all
the required characters so your text rendering system should be
prepared to fall back on other fonts on the system.
Pre-rendered images of layered raster images are not source code.
Instead include the multi-layer raster images (Gimp/Photoshop/etc)
Pre-rendered images of vector image files are not source code. Instead
include the SVG or similar and render the images at build time or
Pre-rendered images of 3D models are not source code. Instead include
the models, textures etc and render the images at build time or
Pre-encoded compressed video files are not source code. Instead
include the models, textures etc and render them at build time or
Pre-encoded compressed audio files are not source code. Instead
include the tracker projects, the csound programs or whatever you used
to generate the audio. Please ensure that it is possible to
automatically generate the in-game audio using DFSG-free tools. With
audio, try to keep original recordings around and apply any effects at
build time to a copy so that the effects are easily tweakable or the
recording easily replaceable with the same effects applied.