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Re: Suggestion for a new game



Am Dienstag, den 14.06.2011, 10:34 +0800 schrieb Paul Wise:
> 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
> here:
> 
> http://packages.debian.org/search?suite=sid&keywords=openarena
> 
> 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
> runtime.
> 
> Pre-rendered images of 3D models are not source code. Instead include
> the models, textures etc and render the images at build time or
> runtime.
> 
> Pre-encoded compressed video files are not source code. Instead
> include the models, textures etc and render them at build time or
> runtime.
> 
> 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.

@pabs: Nice summary, I'd suggest to put these guidelines into the Debian
wiki if isn't already there.

@Jesse: If you find these suggestions quite picky please keep in mind
that they make packaging much easier for *EVERY* free operating system
distribution (*BSD, fedora, openSuSE, etc.), this is *NOT* limited to
Debian! ... I just wanted to add this remark ;)

Greetings - Fuddl


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