(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!

  • Noo@jlai.lu
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    7 months ago

    So yeah but errrr no…

    Why not releasing assets? Or looking for free/open assets in the first place?

    Why the code would be ‘just for reference’, if the game needs to be ported or if you lose the source code, releasing it under a libre licence will be pretty useful.

    • Julian@lemm.eeOP
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      7 months ago

      No, I definitely want to do it. Just want to be forward about the limitations. But putting it up for preservation and reference is still really valuable imo.

      • Noo@jlai.lu
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        7 months ago

        Ok, regarding to the assets you can release them under their initial licence with the code on another one. It’s not a problem.

        You can even publish things under multiple licences if they aren’t exclusive (I’ve done this on my game).