Ask HN: How to open source game code, not assets
I'd like to make a game I am working on available as open source. However I'd like to prevent people from re-using the game's artwork for other projects. There are also assets I do not control, for instance fonts. How can I host the entire game publicly while licensing things appropriately?
4 comments
[ 2.8 ms ] story [ 22.7 ms ] threadAs for the font stuff you may not be allowed to post it anyway as it would count as redistribution. You will need to check the licenses for those.
the next question is why do you want to open-source it? If it is for teaching purposes for others you could replace the fonts with free/libre ones and replace your art assets with low resolution versions.
As for why open source, I thought it would be interesting for others to be able to browse and learn from the source code. Perhaps even contribute changes -- though that's likely a pipedream. Maintaining a separate open repository with separate assets may be the way to go, but means more work for me.
Otherwise, you'll have to rely on documentation that explicitly states which files are available under what licenses, and trust people to behave. This may not be an option for assets that you do not actually own.
A middle route might be to provide public-domain low-fidelity placeholder assets along with the FOSS version. If you are able to build a community around your project, you might get them to build these assets for you.