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slembcke

@unfa @killyourfm @ProfessorCode @liblast I've been pondering about how to go about this for my game for a while. I'm 100% planning a commercial Steam release, but feel no need to be secretive about the code. I've written blog posts about how some of it works, and ended up mirroring the code so I can answer people's questions with links. I know there are a few games like Mindustry that manage to walk the paid/FOSS line, but they are pretty rare.
github.com/slembcke/veridian-e

GitHubGitHub - slembcke/veridian-expanse: Source code for the asteroid mining game I've been building.Source code for the asteroid mining game I've been building. - GitHub - slembcke/veridian-expanse: Source code for the asteroid mining game I've been building.

@unfa @killyourfm @ProfessorCode @liblast If for no other reason, DRM is pointless because it's a waste of my time. So why bother keeping the source secret then? The data and some assets could be CC-NCed too. It wouldn't keep people from posting "free" builds, but *every* game can be pirated. Our previous game on Steam was on pirate sites on the first page of search hits within a day of release.

@unfa @killyourfm @ProfessorCode @liblast In the past I've made OSS game libraries that have been used in tens of thousands of titles, but I'm not really a hardcore FOSS type either. I released things under permissive licenses because I figured people would find them useful, and then made money from contracting or selling enhancements for particular platforms. So despite working in the OSS game space for a decade, I have no idea what makes sense for an actual *game*. >_<