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LGP Announces Game Development Project

michaelsimms writes "Linux Game Publishing is excited to announce our newest project to increase the appeal of Linux gaming. We are sponsoring the development of a from-scratch Linux title! We are looking for developers to work in a team to produce this game, and we will be publishing the game they make! If you are interested, please follow the link to our detailed announcement and within there you will find the rules, requirements, and application process. If you have wanted to get into the gaming industry, if you love playing games, and if you are a creative thinker, not afraid of a challenge and a bit of risk, then you need to take a look." I don't know whether to be happy about anything that promotes Linux gaming, or disappointed that people are being asked to work on a commercial project without a salary.

8 of 306 comments (clear)

  1. Good intentions, but a dumb method I think by laetus · · Score: 5, Interesting

    Since they're not paying the developers (but are generously paying the publishing & distribution costs), why not open it up to a competition? Tell people, look, everyone can participate. The deadline for submitting your game is (DATE). After we receive all entries, we'll decide which is the killer Linux game and publish it.

    Sounds better than simply, we're gonna choose 8 people and then let them come up with a game. Sometimes synergy in groups doesn't work that way.

    Let individuals groups compete.

    --

    "We're sorry, but the website you're trying to reach has been disconnected."
  2. No Salary? So What? by Anonymous Coward · · Score: 5, Insightful

    There are a good many open source coders who work on projects without being paid to do so right now. What difference does it really make whether the end result is sold or given away? Some things get done simply because people have a passion for doing them, and whether freeware or commercial, the product could help Linux. Earn your money, put food on your table, and if you're still looking for a creative outlet, here's your opportunity!

  3. I dunno... by zeronode · · Score: 5, Insightful

    Working on a game is a long long process, and more often than not, deadlines are missed and toward the ship date, everyone pulls the all nighters. But they get paid for it. I'm not saying that people won't do this, but I think it would be kind of hard to hold down the day job, which pays the bills, and still work on this project and come close to the deadlines.

    Then again, I could be wrong.

    --
    You've gotten better at reading inane comments (300)!
  4. Won't work. by supabeast! · · Score: 5, Insightful

    Open-Source/Free games for Linux will not solve the lack of games for Linux. The only way to get game developers to come to Linux is to develop a Direct-X like API that makes it easy to develop Linux-native games. Until that happens, Linux gaming will continue to revolve around WineX, id Software, Epic, and begging game companies to release Linux executables.

    Given how unlikely it is that the Open-Source/Free software community could ever come together to make a decent cross-distro API, your best bet is to just subscribe to WineX.

  5. Re:No Salary? by meshko · · Score: 5, Interesting

    Of course its a troll, but it's the troll inpsired by the editor ("... or disappointed that people are being asked to work on a commercial project without a salary") so I'll bite.

    They say that if the game brings in profit, the developers will get it. I think this is completely fair. Of course I'm not sure if that can be called sponsorship, because the really contribution from the LGP only starts when the game is well on its way (they will help to find artists etc).
    I beleive this is quite fare and makes sense. Finding good Open Source developers is possible. Finding good artists is harder. Organizing the development process in any professional kind of manner is hardes. If they will make sure that selected developers have a clue and really provide them with artists and QA -- they have a chance (unlike 99% of game projects on SourceForge, for example).
    My opinion is that it's a good idea and really nice of them, but I think that chances of success are around 20%. Success being a released title, of course.

    --
    I passed the Turing test.
  6. Umm. I'll do this too. by Gannoc · · Score: 5, Funny

    ANNOUNCEMENT:

    I'm taking applications for people to make a product for me. I'm much more flexible, in that it _doesn't have to be a game_. It could be anything. How about a new type of car? Or some sort of exciting new food product?

    Anyway, i'll be happy to introduce the team to each other. Then you guys can get to work inventing something fantastic. I won't pay you or anything, you just get together somehow and do it. W00t

    When you're done, give me a call. I'll look at it, and if I think its a product that can make money, i'll market it, sell it, and keep 30% of the profits from it. Think about it though, if you invent something worth 10 million dollars, you make SEVEN MILLION DOLLARS. Thats a lot of money.

    If your product is crappy, I'm not going to try to sell it or anything. I have a life, you know.

    Sound exciting? Well, it sure sounds exciting to me. In fact, i'm not going to limit it to a group of 8, i'm willing to let the entire ./ readership start developing products for me!

    Godspeed and Good luck!

  7. Hahahaha. Rock Band Companies. by Gannoc · · Score: 5, Funny

    I've used the term Rock Band companies before based on the high school rock band.

    A bunch of kids get together and decide on a 'bitchin name for their band.

    Then they scribble it on their bass drum.

    Then, they actually start thinking about the music.

    Looks like they're doing the same thing here. The first thing they have scheduled is to think of the name for the company, (and make sure you can grab the domain name!!!) then it looks like part 2 of the agenda is to invent a new genre of computer game. Well, wouldn't I like to be a fly on the wall in THAT meeting!

  8. You're setting yourselves up for failure by TrebleJunkie · · Score: 5, Insightful

    I'll probably get trolled for this. Oh well. Troll me if ya gotta if you really wanna miss the point.

    I'm sorry to be the one to say it, but as you've set up this process, you've doomed yourselves to failure.

    Hiring the programmers first and the designers, artists, later, you're putting the cart before the horse.

    You don't start making a moving by hiring actors. There's a script. A director. A lot of storyboarding. Conceptual Design. Location planning. Scene planning. Shot planning. You know, for the most part, how every piece fits together before there's any action in front of the camera.

    A game doesn't start with programmers. A game starts with an idea. A concept. A concept that is then fleshed out by writers, artists, etc... Quite possibly one or two programmers/developers with a knowledge of whatever game engine will be used (and/or maybe helped choose the appropriate one in the first place.) are available to consult with the conceptual team and prototype some things along the way. But the code is more than likely the LAST thing to be written.

    It's a shame. It sounds like an interesting project. It's one I'd certainly like to lend my artistic talents, writing, and imagination to. But it's going to fail unless things are done in the right order. You can't tell 8 programmers "make a game, we'll make it pretty and give it a plot and music and a look, etc... later." You've got to take the proper time to conceptualize your game _before_ you get programmers on-board.

    --

    Ed R.Zahurak

    You know, oblivion keeps looking better every day.