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Engine making don'ts, Preventing clones
Funky |
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no more
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| QUOTE (Hohoo @ Dec 27 2008, 12:38 AM) | - Don't include any graphichs nor sounds. If you do, use just cheap scribbles. The engine is not a game template.
- Don't name your engine after any existing game (e.g. "Mariofan45638967's Paper Mario engine" or "SINAPE Is New, Awesome Pokémon Engine"). That'd prevent associations to existing games, resulting in an engine open to new ideas.
- Don't try to replicate, clone, etc. an existing game.
- In some cases, you could include an EULA (End User Licence Agreement) with some limitations (but I personally don't recommend it).
- Include documentation on how things work, how to edit them, etc.
- Don't copy ideas from other engines.
- If you want to be really cool, make the engine for Klik products or for some "real" programming language like C++, Python, etc.
The list is open for your suggestions! |
This is actually very clever.
Another challenge would be, an engine (applying your rules) for NSMB movement with moves from SM64 or SMS. A few have been made. Seriously, stop remaking SMB3.
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shave my ass mfgg
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