That’s… Kind of insane! I’ve been following Bitcraft every now since it got announced but I never expected them to go to this direction. The blog post makes sense but I’m curious what license they’re going to use. It could be a legal minefield to try and stop people from stealing the game, re-branding it, then profiting off of it.
It’ll be really curious to see how this plays out because there isn’t really any major games that went open source, much less one that’s going to be actively monetized like Bitcraft.
Our focus will be on a smooth and successful Early Access launch on Steam, which is our highest priority. Only once we are happy with the state of the game will we start the process of open sourcing BitCraft.
Anyway, it sounds like open-sourcing the game might take a while. I hope early access works out for them.
This is uncharted territory and we are essentially running an experiment. For this reason we’re not licensing or open sourcing the game’s assets - the art, music, and IP will still be protected for the time being. But all of the code that makes the game run will be made public. We have not chosen the exact license under which we will be open sourcing the game’s code, but it will be one of the OSI’s approved open source licenses.
To actually answer your question, Wurm Online is an MMO based on player governance of a medeival-like world, with terraforming and construction as a focus. Basically one big medeival role play Minecraft server. It’s a bunch of fun though, if you can find the time to literally build a village from the ground up in your free time.
Also, it’s basically the same thing as Veloren, another current open source mmo voxel world builder rpg. But looks like maybe smaller voxels on average.
I worked on a fork of another Open-Sourced MMO (forked from Ryzom Online). Lot of nice idea (like spell crafting, among other), but the tech stack and system was so old it was more a pain than anything. You couldn’t even jump in that games 😂.
bitcraftonline.com
Aktywne