Firstly, the Debian Games team would very much welcome new games in Debian and even better would be new people willing to help the team with existing and new games in Debian.
Regarding licenses, even if the license doesn't require source code distribution, Debian does, see DFSG #2. Some Debian members don't agree about whether or not that applies to fonts, images, documentation and other non-program software though. Really, what is the "source code" is extremely dependent on the exact situation. The best way to determine this is to think about the different kinds of modifications other people might want to do and whether or not they could achieve that using the "source code" you have sent them. Regarding music, I have been thinking about how to switch from pre-rendered audio to using csound, STK or similar to create dynamically generated music. This would completely sidestep the source code issue. In addition, it would reduce required disk space and probably provide better and or more interesting music. The other, simpler alternative is to remove all music and let the user play music from their music collection. There are free sound fonts in Debian, it might be possible to build-depend on them and create audio files at build time from them. This stuff probably applies to sound effects too. Regarding textures, procedural generation has been done before and might be a good way to go. Regarding fonts, it is always best to load fonts at runtime and render text using them. This also enables i18n and l10n, which are both unfortunately rare in games. For Debian, it is best if those fonts are standard system fonts or are packaged separately to the game since fonts are useful outside of games. Regarding places to get DFSG-free game assets, you probably know about this: http://www.freedesktop.org/wiki/Games/Resources Regarding specific GPL or DFSG issues in existing games, please file bugs as you find them. Destructive editing is a huge problem in games that is a hinderance to collaborative development, which I very much think needs to be avoided as much as is possible. It might be worth looking at Blender's YoFrankie! game for ideas on how to do that properly. Dynamically generated content is probably one of the ways forward here. I see this whole set of problems to be partially a cultural issue; artists of various kinds are very much individualist, and often there is only one version of a piece. Another part of the problem is that the tools are usually GUI tools rather than automated build tools like with programs, which encourages situations like what you describe with rosegarden/audacity. Another part of the problem is that audio, video and graphic formats are much more malleable than source code and executables, one can be very creative with derivative works using only the 'binary' generated at the end of the artistic process, but modifying executables in creative ways takes a lot of skill and advanced tools. You might like to start a discussion about strategies for solving these problems on one of the fora for free software game developers. BTW, I notice the nexuiz website works with free Flash, nice! I'd personally prefer using web standards like HTML and JavaScript though. The jquery framework could probably enable the kind of effects you are using there. -- bye, pabs http://wiki.debian.org/PaulWise -- To UNSUBSCRIBE, email to debian-legal-requ...@lists.debian.org with a subject of "unsubscribe". Trouble? Contact listmas...@lists.debian.org Archive: http://lists.debian.org/h2te13a36b31004040043tb7d57f85k43432d39f3412...@mail.gmail.com