I and a few other people are working on a project called OpenSmash.
Perhaps you are familiar with the Super Smash Bros series by Nintendo. A few of us are creating on writing a game inspired by one of those games, but here's the catch:
- It's open-source.
- It's intended to be deployed on Windows, Mac, Linux, and possibly consoles
- It is FULLY CONFIGURABLE. Someone with a copy of the game can change almost any aspect of the game that they want to. This includes physics, controls, models, animations, scripts, sounds, camera settings, you name it.
It's only been a few weeks since we've actually started working on the engine itself. We've got a composer off making music with his team, a 3D modeler with us, a couple of programmers , and a lead/design artist. Altogether a dozen people so far involved.
We do however appreciate that it is not entirely possible to create a game like this without some money/revenue involved. So...
Here's our plan:
- Crowd-funding: this is probably the best way to generate revenue for an open-source project, as well as gain some popularity. In fact, our composer and his team are not working for free.
- All our features won't be implemented at once, they will be added incrementally. For example, features such as full multiplayer might not be implemented by the first playable release. Each feature/featureset is going to have a goal attached to it, for which me promise for it to be implemented if it is reached. This will be our revenue, which will account for any payments.
- There is a massive base for people who want to play Super Smash Bros. There's a project called Super Smash Flash that has exploded in the field. How? Keep the best parts of the originals, and add your own special touch. That is what we hope to achieve. The configurability is probably the best aspect of the game as it allows the client to control the game however they please.
- Release Windows, Mac, Linux versions first. When we have a good case that this game's development is legit, we'll be able to get licenses to deploy on the consoles (Wii U, PS3,4, XBox etc.). The core of the game is being designed with cross-platform compatibility in mind, so it shouldn't be too much trouble porting (thanks to Unity). We are using the Apache license.
So as you can probably tell by now, our team believes that this project has a lot of potential.
Now that Unity 5 is out and the Personal Edition is about as beastly as Pro, open-source projects are a huge potential for the market, and we definitely intend to set an example of open-source development in Unity.
To you pros out there, remember this is going to be a crowd-sourced project, so if you think that it won't pay off, think again. This game is going to be production quality, not some cheap ripoff.
Thank you a lot for your time,
OpenSmash Team & WindozeNT Software
This post was written by main programmer TOJO with a few edits made by me.